First of all, I've gone through all the tutorials and I've browsed the forums, with no luck in figuring out my problem.
The problem is simple enough. I'm trying to use shaders to simulate the effects of water:
It looks fine enough from a distance (a little too transparent, but otherwise fine), however, when you get closer to the surface of the water the transparency starts fading:
By the time you're by the waterline, the water has disappeared altogether.
Is there a way to turn this off and make the transparency consistent? And is there a way in general to control just how transparent my mesh is supposed to be, instead of just settling with the default "Pretty damn transparent"?
I'd really appreciate any help you can offer.
Controlling transparency
I'm not really sure, but if you have a look at the shader demo (example 10) you'll see that the transparency depands to the brightnes of the texture...
Watch the two rotating (shaded) cubes...
Watch the two rotating (shaded) cubes...
while(!asleep) sheep++;
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
I've tried using a darker texture, it's slightly less transparent but retains the same problem with fading when I approach it.Acki wrote:I'm not really sure, but if you have a look at the shader demo (example 10) you'll see that the transparency depands to the brightnes of the texture...
Watch the two rotating (shaded) cubes...