Maybe it's the same problem, but it isn't the same procedure. In order to achieve different degrees of transparency in our gui, we used tga images with an alpha channel.
The makeColorKeyTexture function never failed me, but then, i never used it a lot because it didn't cover all my needs
Search found 43 matches
- Sun Sep 19, 2004 12:02 pm
- Forum: Bug reports
- Topic: EMT_TRANSPARENT_ALPHA_CHANNEL Problem in V0.7
- Replies: 18
- Views: 4783
- Sat Sep 18, 2004 11:41 pm
- Forum: Bug reports
- Topic: EMT_TRANSPARENT_ALPHA_CHANNEL Problem in V0.7
- Replies: 18
- Views: 4783
- Sat Sep 18, 2004 12:01 am
- Forum: Bug reports
- Topic: EMT_TRANSPARENT_ALPHA_CHANNEL Problem in V0.7
- Replies: 18
- Views: 4783
- Fri Sep 17, 2004 3:32 pm
- Forum: Bug reports
- Topic: EMT_TRANSPARENT_ALPHA_CHANNEL Problem in V0.7
- Replies: 18
- Views: 4783
- Fri Sep 17, 2004 2:18 pm
- Forum: Bug reports
- Topic: EMT_TRANSPARENT_ALPHA_CHANNEL Problem in V0.7
- Replies: 18
- Views: 4783
- Sun Sep 12, 2004 7:20 pm
- Forum: Beginners Help
- Topic: EMT_TRANSPARENT_ALPHA_CHANNEL
- Replies: 1
- Views: 628
EMT_TRANSPARENT_ALPHA_CHANNEL
quote from changes.txt:
The EMT_TRANSPARENT_ALPHA_CHANNEL material in OpenGL is now implemented.
at least tahat is what it says, but:
in OpenGL the resulting rendering doesn't seem to use the alpha channel of the loaded texture, but make a new alpha channel from each pixel brightness, so the ...
The EMT_TRANSPARENT_ALPHA_CHANNEL material in OpenGL is now implemented.
at least tahat is what it says, but:
in OpenGL the resulting rendering doesn't seem to use the alpha channel of the loaded texture, but make a new alpha channel from each pixel brightness, so the ...
- Sun Sep 12, 2004 1:55 pm
- Forum: Beginners Help
- Topic: irrlicht array of structs
- Replies: 1
- Views: 304
try:
instead of:
Code: Select all
quadMap[quadElement].unitID=unitID;
Code: Select all
Quad *quadMapPointer=quadMap->pointer();
quadMapPointer[quadElement].unitID=unitID;
- Sun Sep 12, 2004 1:53 pm
- Forum: Beginners Help
- Topic: Pixel Shaders with OGL
- Replies: 3
- Views: 750
- Sat Sep 11, 2004 2:17 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Problem ( already ) with 0.7
- Replies: 5
- Views: 774
- Mon Sep 06, 2004 12:46 am
- Forum: Beginners Help
- Topic: what does r200_makeX86Normal3fv mean?
- Replies: 0
- Views: 358
what does r200_makeX86Normal3fv mean?
i've been getting this message when starting an application. it appears to refer to the loading proccess of a ms3d mesh, but... i'd like to know what does it exactly mean and why do i get tis message:
r200_makeX86Normal3fv/197 CVAL 0 OFFSET 14 VAL 406b0e60
r200_makeX86Normal3fv/198 CVAL 4 OFFSET 20 ...
r200_makeX86Normal3fv/197 CVAL 0 OFFSET 14 VAL 406b0e60
r200_makeX86Normal3fv/198 CVAL 4 OFFSET 20 ...
- Thu Sep 02, 2004 12:09 am
- Forum: Beginners Help
- Topic: Visible Line3d
- Replies: 1
- Views: 318
oh, but there is, there is...
http://irrlicht.sourceforge.net/docu/cl ... r.html#a21
it is just a little hidden
http://irrlicht.sourceforge.net/docu/cl ... r.html#a21
it is just a little hidden
- Thu Sep 02, 2004 12:05 am
- Forum: Beginners Help
- Topic: wchar_t from char conversion problem
- Replies: 6
- Views: 926
- Fri Jun 11, 2004 7:36 pm
- Forum: Beginners Help
- Topic: NPC chats and dialogs?
- Replies: 2
- Views: 456
for my RPG I had to code the bubbles using the gui::IGUIFont class as base. and since i am masochistic and want a bubble that is partially transparent (even the text), it seems i will have to code a lot more
for the event handling... well, as i said i am completetely masochistic, and created my own ...
for the event handling... well, as i said i am completetely masochistic, and created my own ...
- Thu Jun 03, 2004 4:49 pm
- Forum: Beginners Help
- Topic: Intersection between two line3ds
- Replies: 10
- Views: 2464
- Thu Jun 03, 2004 3:06 pm
- Forum: Beginners Help
- Topic: Intersection between two line3ds
- Replies: 10
- Views: 2464
oh, well. the ray-ray intersection in a 2d world is a completaly different question, and a really important one, since is the correct way to make a character collide ith the walls and floor in a 2d environment.
Obvously two rays in a plane will always intersect, except when they are paralel rays ...
Obvously two rays in a plane will always intersect, except when they are paralel rays ...