Simple Alpha for SceneNode?

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Barts_706
Posts: 26
Joined: Tue Nov 01, 2005 1:20 am

Simple Alpha for SceneNode?

Post by Barts_706 »

Hello,

It's me again with yet another lame question!
*generall sigh from people reading this*

I would like to ask whether it is possible to have some simple method of applying alpha (opacity) to a Scene Node. Say, SomeNode->setAlpha(125);

I am just using basic cubes (AddTestSceneNode) to represent in 3d position of some sensors in the real world. I thought it would look nice if those sensors who don't send data would not disappear from the screen (setVisible(false)), but stayed in their last position and in order to mark that this position may not be up to date they would be partially opaque.

I checked the tutorials, but I would rather not use the advanced materials (like in tutorial 10) for the sake of simplicity. First of all, I am lazy, secondly, there will be other people continuing my work after me and the program should be as simple and approachable for non-specialists as possible.

I also checked the API, but did not found such a method, so I post here to ask whether there exists one?

I will be very grateful for every reply.
krama757
Posts: 451
Joined: Sun Nov 06, 2005 12:07 am

Post by krama757 »

I dont think there is such a function, though it would be extremely useful.

The easiest way is to just have a texture and apply the USE_ALPHA_CHANNEL material for the object.

But, if it was possible to manipulate the alpha channel on a texture within the engine it would be nice.

I belive the MAGIC 2D library by EMIL HALIM does this...though Im still learning the code.
Xaron
Posts: 310
Joined: Sun Oct 16, 2005 7:39 am
Location: Germany
Contact:

Post by Xaron »

Niko wants to add this feature in one of the next versions.

Regards - Xaron
Barts_706
Posts: 26
Joined: Tue Nov 01, 2005 1:20 am

Post by Barts_706 »

Okay, so I thought, but hoped maybe there was a trick or I missed something.

Thanks for the answers.
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