I've got this spiffy little PNG image which has built-in alpha, and I've gotten that to work on a material just fine. But I also need to be able to use vertex transparency, and while one material type allows me to do so, it does not process the PNG's original alpha values too. It is vital that I get the two working together somehow, so any solution, no matter how hacked and awkward, is acceptable.
Sorry for the lack of specificity. I don't have the manual with me right now, and my memory sucks. Please feel free to ask insulting questions and/or call me a moron.
Hmm... That's what I was afraid of.
Now... where would I look to find the definitions of existing materials, so's I can example-ize 'em while I make my own? Or perhaps there's a tutorial I've overlooked that explains it in detail?
No tutorials, you have to dig into the sources. The C*Material*.cpp files are the ones you want to look at. Also the Driver files will provide some insights since draw2DImage handles vertex and alphachannel transparencies (but not at once, or maybe I am wrong? Maybe look there first).
Better use the SVN version, as that also has some other changes applied (but also the mentioned patch), and you're using the version that will be used for Irrlicht 1.2.
I've just checked the OpenGL driver and there's no support for both transparencies currently.
Search forum for CLODSceneNode. Its a scenenode i made some time ago, thats fade mesh LODS with distance. I used it for trees, then the custom material uses alpha and vertex transparency. This material also support vertex alpha and lightmap at same time.