Windows Opengl and EMT_TRANSPARENT_VERTEX_ALPHA

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cal
Posts: 3
Joined: Tue Feb 24, 2004 11:01 pm
Location: Germany

Windows Opengl and EMT_TRANSPARENT_VERTEX_ALPHA

Post by cal »

I changed the code in the SpecialFX-Demo:

original:

Code: Select all

IrrlichtDevice *device = createDevice(video::EDT_DIRECTX8, core::dimension2d<s32>(640, 480), 16, false, true);
...
node->setMaterialType(video::EMT_REFLECTION_2_LAYER);
to:

Code: Select all

IrrlichtDevice *device = createDevice(video::EDT_OPENGL, core::dimension2d<s32>(640, 480), 16, false, true);
...
node->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA);
when I move around, the water is buggy (sometimes its transparent), take a look at the screenshot at

http://www.geocities.com/cal_de_de/index.html

Does anybody else have the same problem?

Image
Robomaniac
Posts: 602
Joined: Sat Aug 23, 2003 2:03 am
Location: Pottstown, PA
Contact:

Post by Robomaniac »

I think that's what it should be.

EMT_TRANSPARTENT_VERTEX_ALPHA make the surface transparent based upon the alpha of the vertex.

Hope that helps
The Robomaniac
Project Head / Lead Programmer
Centaur Force
cal
Posts: 3
Joined: Tue Feb 24, 2004 11:01 pm
Location: Germany

Post by cal »

Y, but the problem is, the water is sometimes
- green (like the top screenshot) and sometimes
- completely transparent (like the bottom screenshot),
it switches the state permanently (I think it depends on the height of the camera)

I think this only happens in opengl.
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