[Fixed]SVN Rev 824 and EMT_TRANSPARENT_VERTEX_ALPHA OGL

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Simson
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[Fixed]SVN Rev 824 and EMT_TRANSPARENT_VERTEX_ALPHA OGL

Post by Simson »

Hello,
I use a fullscreen quad with RTT for effect but i have a ZOrder problem.
For the material of the quad I use:
Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
Last edited by Simson on Thu Sep 20, 2007 5:00 pm, edited 1 time in total.
Simson
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Post by Simson »

If that can help you to understand, i have made some screens...

The result with Irrlicht 1.3.1 (no bugs):
Image

Now the result with Irrlicht latest SVN :
Image

You can view a bug "part of the terrain" and the skybox appear front of the terrain .
Simson
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Post by Simson »

Up :).
Latest SVN 850 same bug.
What can i make to help you a little ?

System : Linux Ubuntu, Nvidia 7600 GT.
Wyszo
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Post by Wyszo »

That may be driver related problem. We all know, that some companies release low-quality linux drivers, and some don't do that at all. Linux is still treated as this worse OS and some functions connected with 3D acceleration may not work.

Try to test your code on Windows to make sure it's irrlicht problem.
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Post by Simson »

Well, it's not a driver problem because that work perfect in the version 1.3.1 ;).
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Post by Simson »

Hello,
I have recompiled my project under Win XP SP2, I have the same bug in OpenGL. Everything works fine with dx9...
bye.
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Post by hybrid »

Could you provide some code to test?
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Post by Simson »

Yes hybrid it's the modified code I have posted in the code snipets.
You can find it here : http://www.coder3d.com/forum/viewtopic.php?id=4

Before the main loop :
#include <CEffects.h>

EffectsLibrary::CreateGlow(camera,smgr,128);

In the main loop before smgr->drawAll(); :
EffectsLibrary::RenderGlow(smgr,100,100,250,250,3);

And after the main loop :
EffectsLibrary::DeleteEffects();

In advance thanks you :)
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Post by bitplane »

c++ is case sensitive, how can that code compile? :?
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Simson
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Post by Simson »

Oups, sorry... you are totaly right Bitplane, it's a bug of my forum :D
You can download the code here : http://www.coder3d.com/projects/crashcar/TerrainLIB.rar
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Post by hybrid »

Ok, I've tested the code, but had no problems. There was a strong glow effect, but no skybox was overlayed. Either it's due to the code you use for your app (I took the terrain example) or it's your system (driver problem etc)
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Post by Simson »

Ok, i will try with the simple terrain sample in the sdk but it's strange because that work perfect with DX9 and not Opengl.
[edit]The problem appear only when i use the shader of my terrain system ( http://www.coder3d.com/forum/viewtopic.php?id=5 ) .
Do you have changed anything with the shader between irrlicht 1.3.1 and the SVN because that work on irrlicht 1.3.1....
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Post by Simson »

Ok, try my Code of strong glow in the shader sample of the sdk with Opengl and I think you can view the problem.
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Post by hybrid »

http://irrlicht.svn.sourceforge.net/vie ... p?view=log
There were some changes, some of them can be viewed via the link above. Might be a problem with material setting. Maybe when you change the position of the init loop from after the shader call to before it might fix it. I guess it finds the wrong textures...
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Post by Simson »

Well, i will try to rewrite a complete glow system with shader, that will be better.
Thank you to have devoted your time ;).
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