Using the EMF_ONETEXTURE_BLEND patch. Works excellent.
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Okay, So I'm trying Irrlicht again after a long time of not using it. It always was good but it just keeps getting cooler
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My question is yet another n00by alpha transparency question. I want to combine PNG alpha channel transparency with vertex color transparency - I've done this in OpenGL before, and it's pretty much just a matter of setting the blending mode. I tried doing the equivalent custom blending func. in Irrlicht to no avail. Next I tried the EMT_TRANSPARENT_ALPHA_CHANNEL and EMT_TRANSPARENT_VERTEX_ALPHA. And of course, they did what i wanted, but separately (And no offense, But I really think having an alpha threshold by default is redundant. Can someone please explain that?)
Code: Select all
IBillboardSceneNode* introboard = smgr->addBillboardSceneNode(NULL,dimension2d<f32>(0,0),vector3df(0,0,0));
introboard->setMaterialTexture(0,driver->getTexture("res/np-light.png"));
introboard->setMaterialFlag(EMF_LIGHTING, false);
introboard->setMaterialType(EMT_TRANSPARENT_ALPHA_CHANNEL);
introboard->getMaterial(0).MaterialTypeParam = -0.5f;
introboard->setSize(dimension2d<f32>(1.333,1.000));
smgr->registerNodeForRendering(introboard,ESNRP_TRANSPARENT);
However, I need this problem to be fixed once again, as I need to do this again in the game. The background is not just a predictable color in this case..
Also, I was testing out Klagui and noticed that tooltips have the effect of not having per-pixel alpha
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My specs:
OS/Video: Linux 2.6.25.5 with NVidia drivers 173.14.12 on a GeForce 8800 GTS
Distribution: OpenSuSE (based off of 11 but running bleeding edge repos)
Compiler: gcc version 4.3.1 20080507
Irrlicht: libIrrlicht.so.1.4 (Should I be compiling my own?)
Thanks for reading my hunk of mostly useless information.