Alpha Transparancy in textures
Posted: Sun Jul 11, 2004 9:23 am
Okay, I think I've found a bug with the EMT_TRANSPARENT_ALPHA_CHANNEL material...
I can't seem to find any info on this in the forums, except a couple of old posts that say it's not implemented yet. I assume that in the latest version it is now implemented, as on my system, it works just fine - almost.
The problem I have is that I can use this material, but I have to use it for *everything* or nothing. If I just set it for, say, one object, none of the others appear. I think I've tracked it down to the following line (952) in CVideoDirectX8.cpp
None of the other material type turn this off, so once it's set, it stays set. If someone could point me to a quick tutorial on how to re-compile Irrlicht, I'll see if turning it off elsewhere will do the trick. (Sorry, I know I should search, but I'm really tired!)
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Another note... It only seems to be implemented in DirectX8 (can't test 9 a.t.m.) - OpenGL just does the ADD_COLOR version (and runs at 2fps on my current system!)
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Edit: I've got so far in making the change... just can't compile without DX9... Off I go to find the sdk...
I can't seem to find any info on this in the forums, except a couple of old posts that say it's not implemented yet. I assume that in the latest version it is now implemented, as on my system, it works just fine - almost.
The problem I have is that I can use this material, but I have to use it for *everything* or nothing. If I just set it for, say, one object, none of the others appear. I think I've tracked it down to the following line (952) in CVideoDirectX8.cpp
Code: Select all
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
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Another note... It only seems to be implemented in DirectX8 (can't test 9 a.t.m.) - OpenGL just does the ADD_COLOR version (and runs at 2fps on my current system!)
---
Edit: I've got so far in making the change... just can't compile without DX9... Off I go to find the sdk...