I made a billboard covered with a texture where all black parts are transparent.
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IBillboardSceneNode* videoLeftNode = Smgr->addBillboardSceneNode(0, core::dimension2d<f32>(60, 60), vector3df(0,0,0));
videoLeftNode->setMaterialFlag(video::EMF_LIGHTING, false);
videoLeftNode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
leftVideoTexture = Driver->getTexture("media/particle.jpg");
videoLeftNode->setMaterialTexture(0, leftVideoTexture );
Driver->makeColorKeyTexture( leftVideoTexture, video::SColor( 0, 0, 0, 0 ) );
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ShadManager->flipTextureOnNodeVertically( videoLeftNode );
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void main()
{
vec4 flipPos = gl_MultiTexCoord0;
flipPos.x = -gl_MultiTexCoord0.x;
gl_TexCoord[0] = flipPos;
gl_Position = ftransform();
}
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uniform sampler2D RTTexture;
void main()
{
vec4 color = texture2D( RTTexture, gl_TexCoord[0].st );
gl_FragColor = color;
}
What do I need to do to avoid that?
Cheers
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