Thanks, hendu
It looks like this is not simple problem as I thought. There are a few threads about this topic. People have already asked something like what I thought. Probably, I have to go with manipulating alphas in shaders at this stage.
jack_fantasy
Search found 6 matches
- Thu Feb 25, 2016 9:32 am
- Forum: Beginners Help
- Topic: Translucent ITexture (load from png) Fade out animation
- Replies: 6
- Views: 973
- Thu Feb 25, 2016 2:13 am
- Forum: Beginners Help
- Topic: Translucent ITexture (load from png) Fade out animation
- Replies: 6
- Views: 973
Re: Translucent ITexture (load from png) Fade out animation
Thanks, CuteAlien I have tried EMT_TRANSPARENT_VERTEX_ALPHA with a custom vertex colour. I think EMT_TRANSPARENT_VERTEX_ALPHA only takes the vertex alpha into account, not the texture alpha. I have tried combinations of EMT_TRANSPARENT_VERTEX_ALPHA, EMT_TRANSPARENT_ALPHA_CHANNEL and EMT_ONETEXTURE_B...
- Wed Feb 24, 2016 10:40 pm
- Forum: Beginners Help
- Topic: Translucent ITexture (load from png) Fade out animation
- Replies: 6
- Views: 973
Re: Translucent ITexture (load from png) Fade out animation
Thank you, hendu For what you need, writing a shader is the simplest solution. Right, I thought that could be done by a shader. I have a hierarchy of custom scene node classes (some of them already requiring a shader), if I need a unified way to create a fade out animation for my scene nodes. I have...
- Wed Feb 24, 2016 2:42 am
- Forum: Beginners Help
- Topic: Translucent ITexture (load from png) Fade out animation
- Replies: 6
- Views: 973
Translucent ITexture (load from png) Fade out animation
Hi, everyone I have a set of image mesh scene nodes, their textures are loaded from translucent pngs (some parts may have 0.0 alpha other parts may have 1.0 alpha). I set their MaterialType to video::EMT_TRANSPARENT_ALPHA_CHANNEL. Image mesh scene nodes are rendered as expected. My question is how t...
- Sat Feb 20, 2016 12:00 pm
- Forum: Advanced Help
- Topic: Huge performance overhead on ITexture::lock in the trunk
- Replies: 2
- Views: 1063
Re: Huge performance overhead on ITexture::lock in the trunk
Thanks, Nadro
Your suggestion work like charm! I didn't realize the default behavior of Texture->lock() downloads data from GPU. That's really cool!
jack_fantasy
Your suggestion work like charm! I didn't realize the default behavior of Texture->lock() downloads data from GPU. That's really cool!
jack_fantasy
- Fri Feb 19, 2016 11:33 pm
- Forum: Advanced Help
- Topic: Huge performance overhead on ITexture::lock in the trunk
- Replies: 2
- Views: 1063
Huge performance overhead on ITexture::lock in the trunk
I have a threaded video player class everytime needs to copy the latest frame image to the mesh scene node texture in the main thread: FrameImagePtr = static_cast<s32*>(FrameImage->lock ()); TexturePtr = static_cast<s32*>(Texture->lock ()); memcpy(TexturePtr, FrameImagePt...