BSP transparency
BSP transparency
I see the transparency detection is #if'd out. What's the state of that?
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Re: BSP transparency
Uhm, where? Did you try to re-enable it? State is probably unknown, unless burnings shows up here some time.
Re: BSP transparency
CQ3LevelMesh.cpp around line 750.
I haven't tried to enable it, because it uses the shader files, and I'd rather have detection based on whether the texture has an alpha channel (ie, automagic instead of having to create a text file per texture).
I haven't tried to enable it, because it uses the shader files, and I'd rather have detection based on whether the texture has an alpha channel (ie, automagic instead of having to create a text file per texture).
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Re: BSP transparency
I wrote a BSP renderer. I finally added the ability to render masked textures using alpha testing. It works great and I don't have to sort the scene's geometry. Now, I need the ability to have textures that are semi transparent. Is there a way to do this again with alpha testing so I can avoid sorting. If not, does anyone have a good tutorial on sorting possibly with BSP tree geometry?
Re: BSP transparency
With the recently merged brush entity support, you can mark transparent parts and let irrlicht handle the sorting.