As promised, I've updated the photos to much larger ones, in my older post with the hematite ore. ... much, much larger. sorry if that's overwhelming, but it's easier to see what I'm doing there =)
Working on adding spoiler tags to them, now.
- Rayanth
Edit: I would like to note that even though there IS alpha and BG color taken into account in the code formula, they have no effect if my tests are correct. This is why:
When the transparencies are merged with the black layer in the first step of my reproduction, ALL alpha becomes 100%. In the left half of the equation, this equates to a '1' in the alpha portion, and anything times 1 is itself, so it's rather pointless. On the RIGHT half of the equation, alpha is 1, minus 1 is 0, and the rest is being multiplied by this 0, including the background color - so the background is negated entirely, and thus rather pointless.
My tests are accurately reproducing what DF shows, for this tileset. I can't think of anything else the tileset may have changed, to cause the formula in the code to be negated. This leads me to believe the formula in the renderer code is, in fact, "bugged" - it's not doing what it should be. Further, it's a minor performance hit that these calculations are added in, that do nothing, three times per pixel!