Hmm, ive found a slight work around.
Here is an example that doesnt work.
SColor S;
S.setAlpha( 0 );
S.setRed( 255 );
S.setGreen( 255 );
S.setBlue( 255 );
MeshManipulator->setVertexColors( Mesh, S );
The mesh would still be partially visible.
but this, seems to work, even though it doesnt ...
Search found 20 matches
- Sat Jun 28, 2008 11:44 pm
- Forum: Bug reports
- Topic: IMeshManipulator::setVertexColorAlpha
- Replies: 4
- Views: 763
- Sat Jun 28, 2008 4:40 am
- Forum: Bug reports
- Topic: IMeshManipulator::setVertexColorAlpha
- Replies: 4
- Views: 763
- Thu Jun 26, 2008 1:25 am
- Forum: Bug reports
- Topic: IMeshManipulator::setVertexColorAlpha
- Replies: 4
- Views: 763
IMeshManipulator::setVertexColorAlpha
I Have a problem, and i may have descovered a bug. If i call setVertexColorAlpha( someMesh, 255 ), and set it's material to EMT_TRANSPARENT_VERTEX_ALPHA it is perfectly visible, as expected. But if i call setVertexColorAlpha( someMesh, 0 ), it is somewhat visible, but not invisible, as expected ...
- Wed Jun 25, 2008 9:59 pm
- Forum: Beginners Help
- Topic: transparency fails?
- Replies: 10
- Views: 604
- Tue Jun 24, 2008 8:08 pm
- Forum: Beginners Help
- Topic: transparency fails?
- Replies: 10
- Views: 604
- Mon Jun 23, 2008 7:31 am
- Forum: Beginners Help
- Topic: transparency fails?
- Replies: 10
- Views: 604
- Sat Jun 21, 2008 6:58 pm
- Forum: Beginners Help
- Topic: transparency fails?
- Replies: 10
- Views: 604
- Sat Jun 21, 2008 6:34 am
- Forum: Beginners Help
- Topic: transparency fails?
- Replies: 10
- Views: 604
transparency fails?
Im trying to implement vertex transparancy in irrlicht but aren't getting any results, my mesh is still completely visible.
Heres what im doing now.
GetSceneNode()->setMaterialTexture( 0, Core.CoreVideoDriver->getTexture(BOX_TEXTURE) );
GetSceneNode()->getMaterial( 0 ).MaterialType = EMT ...
Heres what im doing now.
GetSceneNode()->setMaterialTexture( 0, Core.CoreVideoDriver->getTexture(BOX_TEXTURE) );
GetSceneNode()->getMaterial( 0 ).MaterialType = EMT ...
- Wed Jan 30, 2008 9:02 pm
- Forum: Advanced Help
- Topic: Parralax mapping quake 3 .bsp
- Replies: 0
- Views: 460
Parralax mapping quake 3 .bsp
Hi, i want to improve the quality of the .bsp map via parralax mapping. Right now, im loading my "level's" from a .irr file that have the mesh, and a position for my camera. I need a way to get all the materials within the mesh, and assisgn a normal map to them for parralax mapping.
Anyone have any ...
Anyone have any ...
- Mon Jan 21, 2008 10:07 pm
- Forum: Beginners Help
- Topic: createTerrainTriangleSelector crashes...
- Replies: 9
- Views: 437
- Mon Jan 21, 2008 7:07 am
- Forum: Beginners Help
- Topic: createTerrainTriangleSelector crashes...
- Replies: 9
- Views: 437
- Mon Jan 21, 2008 5:10 am
- Forum: Beginners Help
- Topic: createTerrainTriangleSelector crashes...
- Replies: 9
- Views: 437
- Sun Jan 20, 2008 11:57 pm
- Forum: Beginners Help
- Topic: createTerrainTriangleSelector crashes...
- Replies: 9
- Views: 437
- Sun Jan 20, 2008 6:05 am
- Forum: Beginners Help
- Topic: createTerrainTriangleSelector crashes...
- Replies: 9
- Views: 437
createTerrainTriangleSelector crashes...
hmm, ive been trying to implement collision with importing a .irr file. Ive been able to implement OCT_TREES but i cant get it right with ESNT_TERRAIN...
void Level::RecursiveSelector( ISceneNode* Node )
{
if( Node == NULL )
return;
if( Node->getType() == ESNT_OCT_TREE )
{
IAttributes ...
void Level::RecursiveSelector( ISceneNode* Node )
{
if( Node == NULL )
return;
if( Node->getType() == ESNT_OCT_TREE )
{
IAttributes ...
- Mon Jul 16, 2007 4:12 am
- Forum: Beginners Help
- Topic: Collision Detection: .obj mesh vs. Q3 Bsp
- Replies: 6
- Views: 852