Hello all,
I have a custom scene node that renders textured quads. The intended behavior is that the alpha channel from the texture will be honored, and then the whole thing's transparency will be affected by the vertex alpha.
In an old build, this works just fine--the material is given a texture with an alpha channel, the material type is set to EMT_TRANSPARENT_VERTEX_ALPHA, and then everything works.
However, in a new build, this same set-up doesn't work. The texture's alpha channel is ignored, so the quads show up with all of their transparent areas black.
Although I've reorganized how data is loaded (texture is specified in an XML file instead of hardcoded, and so forth) I have both read through both revisions and tried creating "Frankenversions" that used code from both revisions, and I absolutely cannot figure out what is making the new build not work.
Does anyone have any suggestions--what details might I be missing that might be causing this issue? Is there a better way to accomplish this?
Thanks in advance!
Troubleshooting advice with transparent texture?
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Oberstille
- Posts: 4
- Joined: Sat Feb 02, 2008 5:06 pm