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disanti
Posts: 367 Joined: Sat Jan 17, 2004 1:36 am
Location: California, US
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Post
by disanti » Sat Feb 21, 2004 4:16 am
I have this code:
Code: Select all
watermesh = smgr->addHillPlaneMesh("animatedwater",
core::dimension2d<f32>(100,100),
core::dimension2d<s32>(15,15), 0, 0,
core::dimension2d<f32>(0,0),
core::dimension2d<f32>(10,10));
waternode = smgr->addWaterSurfaceSceneNode(watermesh->getMesh(0), 3.0f, 300.0f, 30.0f);
waternode->setPosition(core::vector3df(-500,-140,-920));
mmanipulator->setVertexColorAlpha(watermesh->getMesh(0),10);
waternode->setMaterialType(EMT_REFLECTION_2_LAYER);
waternode->setMaterialTexture(0,watertexture);
waternode->setMaterialTexture(1,watertexture);
waternode->setAutomaticCulling(false);
The water comes out black and not semi-transparent. What is wrong?
It says in the console that the water texture is successfully loaded.
Thanks ~ John DiSanti
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Last edited by
disanti on Tue Feb 22, 2011 8:01 am, edited 1 time in total.
thesmileman
Posts: 360 Joined: Tue Feb 10, 2004 2:20 am
Location: Lubbock, TX
Post
by thesmileman » Sat Feb 21, 2004 7:04 pm
Do you have any lights in your scene?
also check if dynamic lighting is enabled or disabled.
If you are going to use the same texture for the second texture there is not need. Usually you put for the second texture what whould be at the bottom of the water.
disanti
Posts: 367 Joined: Sat Jan 17, 2004 1:36 am
Location: California, US
Contact:
Post
by disanti » Sat Feb 21, 2004 10:48 pm
Well, I would like the water transparent and visible from both the top and bottum but I don't know how to do that!
I have two lights, they are a bit far away from the water but they don't seem to effect the level mesh at all! WHY?! I want my lights to work!
My level mesh has EMF_LIGHTING set to true.
levelnode->setMaterialFlag(video::EMF_LIGHTING, true);
What do you mean by dynamic lighting?
Thanks!
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Last edited by
disanti on Tue Feb 22, 2011 8:01 am, edited 1 time in total.
disanti
Posts: 367 Joined: Sat Jan 17, 2004 1:36 am
Location: California, US
Contact:
Post
by disanti » Sat Feb 21, 2004 11:19 pm
Alright, I put a light over the water and it isn't black anymore!
Now how do I make it semi-transparent and so that it doesn't backface-cull?
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Last edited by
disanti on Tue Feb 22, 2011 8:01 am, edited 1 time in total.
deps
Posts: 115 Joined: Sat Jan 10, 2004 5:22 pm
Location: Tranås, Sweden
Post
by deps » Sat Feb 21, 2004 11:23 pm
To turn culling off:
waternode->setAutomaticCulling (false);
disanti
Posts: 367 Joined: Sat Jan 17, 2004 1:36 am
Location: California, US
Contact:
Post
by disanti » Sun Feb 22, 2004 12:47 am
deps, I already have that if you look at the source above!
Ok got the water to be semi-transparent my making the material a "transparent add color".
Works great. I just wish the lighting of my level would work right.
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