Wchris Posted October 8, 2010 Posted October 8, 2010 i have a problem with tranparency There is a tutorial about transparency, but it's not using framework. i used ADN to create a red transparent texture for the bouda, but when using it in my project the transparent object is overriden by water and terrain. *********************************************************************** Material Generated by ADN 1.1 R3 *********************************************************************** texture0="abstract::red.dds" clamp0=0,0,0 color=1.00000000,0.141176477,0.141176477,0.589999974 blend=1 depthmask=0 depthtest=0 alphatest=0 overlay=0 zsort=0 cullface=1 castshadows=0 specular=0.759999990 bumpscale=3.06999993 gloss=0.460000008 shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_specular.frag" shadowshader="Abstract::mesh_shadow.vert","" I don't understand what's going on. here's a screenshot. Any clue ? tryed to use the transparency world to load the mesh and material, but same result Thank you, this is driving me nuts i hope in LE3 it will be easyer to use transparency without playing with worlds, just telling the transparency ratio et voilà, but LE3 is far away redbouda_transparent.zip Quote Windows 7 home - 32 bits Intel Quad Q6600 - nVidia GTX 460 1GB - 2 GB RAM
Wchris Posted October 8, 2010 Author Posted October 8, 2010 Still searching... got something working with *********************************************************************** Material Generated by ADN 1.1 R3 *********************************************************************** texture0="abstract::red.dds" clamp0=0,0,0 color=1.00000000,0.141176477,0.141176477,0.589999974 blend=1 depthmask=1 depthtest=1 alphatest=1 overlay=0 zsort=1 cullface=1 castshadows=0 specular=0.759999990 bumpscale=3.06999993 gloss=0.460000008 shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_bumpmap.frag" shadowshader="Abstract::mesh_shadow.vert","" Now it's transparent but visually it's not like the first screenshot i did not want it to be affected by light or shadow, i just wanted a transparent object that acts like a ghost 3D placeholder and tells the players where to drop his item with the same shape. Quote Windows 7 home - 32 bits Intel Quad Q6600 - nVidia GTX 460 1GB - 2 GB RAM
Josh Posted October 22, 2010 Posted October 22, 2010 This lesson will help: http://leadwerks.com/werkspace/index.php?/page/resources/_/programming/cpp/transparency-and-refraction-r10 Quote Let's build cool stuff and have fun.
Wchris Posted October 23, 2010 Author Posted October 23, 2010 This lesson will help: http://leadwerks.com/werkspace/index.php?/page/resources/_/programming/cpp/transparency-and-refraction-r10 thank you, i have probably missed something, i'll try again Quote Windows 7 home - 32 bits Intel Quad Q6600 - nVidia GTX 460 1GB - 2 GB RAM
AggrorJorn Posted October 23, 2010 Posted October 23, 2010 I would experiment with z-sort and overlay. They both have affect on which layer is rendered first etc. Quote
Wchris Posted October 23, 2010 Author Posted October 23, 2010 This lesson will help: http://leadwerks.com/werkspace/index.php?/page/resources/_/programming/cpp/transparency-and-refraction-r10 Ok got it working , loading my mesh into the framework transparency world was not enought The trick was to render the transparency world myself after RenderFramework like this : RenderFramework; SetWorld(GetLayerWorld(GetFrameworkLayer(2))); RenderWorld; LEsetWorld(GetLayerWorld(GetFrameworkLayer(0))); Why is framework not doing this itself in RenderFramework ? I have no clue but there is probably a reason. this is the final material file *********************************************************************** Material Generated by ADN 1.1 R3 *********************************************************************** texture0="abstract::red.dds" clamp0=0,0,0 color=1.00000000,0.141176477,0.141176477,0.589999974 blend=1 depthmask=0 depthtest=1 alphatest=0 overlay=0 zsort=1 cullface=1 castshadows=0 specular=0.759999990 bumpscale=3.06999993 gloss=0.460000008 shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_specular.frag" shadowshader="Abstract::mesh_shadow.vert","" Quote Windows 7 home - 32 bits Intel Quad Q6600 - nVidia GTX 460 1GB - 2 GB RAM
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