Thanks for your help, everyone, but DirectX isn't an option. I'm kinda SOL with that patch. :?
While I was sifting through the sources, something did catch my eye:
//! Transparent vertex alpha material renderer
class COpenGLMaterialRenderer_TRANSPARENT_VERTEX_ALPHA : public ...
Search found 10 matches
- Wed Sep 27, 2006 7:16 pm
- Forum: Beginners Help
- Topic: Combining alpha map and vertex transparency?
- Replies: 7
- Views: 1142
- Wed Sep 27, 2006 8:29 am
- Forum: Beginners Help
- Topic: Combining alpha map and vertex transparency?
- Replies: 7
- Views: 1142
- Wed Sep 27, 2006 6:38 am
- Forum: Beginners Help
- Topic: Combining alpha map and vertex transparency?
- Replies: 7
- Views: 1142
Combining alpha map and vertex transparency?
I've got this spiffy little PNG image which has built-in alpha, and I've gotten that to work on a material just fine. But I also need to be able to use vertex transparency, and while one material type allows me to do so, it does not process the PNG's original alpha values too. It is vital that I get ...
- Fri May 05, 2006 2:33 pm
- Forum: Beginners Help
- Topic: 2D Collision Detection/Rotation?
- Replies: 11
- Views: 1909
Wow! I step away for a couple days, and get this when I return. :P
Unfortunately, I'm using KDevelop under Linux, so I can't make much of this VC++ information. And I'd really rather keep things to Irrlicht, for the sake of simplicity. I think I'll continue pursuing that polygon idea, although this ...
Unfortunately, I'm using KDevelop under Linux, so I can't make much of this VC++ information. And I'd really rather keep things to Irrlicht, for the sake of simplicity. I think I'll continue pursuing that polygon idea, although this ...
- Wed May 03, 2006 2:30 pm
- Forum: Beginners Help
- Topic: 2D Collision Detection/Rotation?
- Replies: 11
- Views: 1909
Hmm... I might have a hard time combining per-pixel detection with image rotation. Because all I have to generate from is the source texture, I don't know how I'd figure out where the new region is. I'd have a rotated image, but the collision area would still be oriented the same way as the original ...
- Wed May 03, 2006 1:46 am
- Forum: Beginners Help
- Topic: 2D Collision Detection/Rotation?
- Replies: 11
- Views: 1909
- Mon May 01, 2006 11:50 pm
- Forum: Beginners Help
- Topic: 2D Collision Detection/Rotation?
- Replies: 11
- Views: 1909
2D Collision Detection/Rotation?
So, I'm making a 2D game, right? I've noticed that Irrlicht comes with some built-in collision detection for 3D models, but I can't seem to find any equivalent for alpha-ized 2D images. I'd rather it be pixel-precise, instead of using bounding boxes, but I'm not so picky that I won't accept either ...
- Tue Mar 21, 2006 12:36 am
- Forum: Beginners Help
- Topic: Segmentation Fault? What's that mean?
- Replies: 5
- Views: 635
- Mon Mar 20, 2006 11:59 pm
- Forum: Beginners Help
- Topic: Segmentation Fault? What's that mean?
- Replies: 5
- Views: 635
- Mon Mar 20, 2006 10:58 pm
- Forum: Beginners Help
- Topic: Segmentation Fault? What's that mean?
- Replies: 5
- Views: 635
Segmentation Fault? What's that mean?
I'm getting an error from my program called "segmentation fault". I'm very new to C++ and Irrlicht, so I don't know what that means, or if it's coming from the engine, or from something else in my program, or what. I have narrowed down the cause to around my tcySprite class, but I'm not sure exactly ...