I know EMT_TRANSPARENT_ALPHA_CHANNEL_REF is working for dx9 now and I assume the more-frequently-experienced bug involving OpenGL's zbuffer settings are fixed, but...
I am still having issues with "EMT_TRANSPARENT_ALPHA_CHANNEL" with z-buffer enabled or disabled.
This is with Directx9 not opengl ...
I have a single node that is an arrangement of foliage etc, grass on the floor, tree leaves and a seperate camp fire particle emitter node... Everything is right as far as 32bit loading, culling, etc.
Yet when using zbuffer enabled - transparency occurs yet when overlapped they hide eachother and it looks aweful.
With zbuffer disabled - The overlapped alpha'd parts look nice this time, but you can't have a game without zbuffered elements, it just won't work having everything floating and no depth, so there's a problem
Could anyone confirm that EMT_TRANSPARENT_ALPHA_CHANNEL (not REF!) is working correctly now, post-patch? (...in DX9)
Thank you
PS: This is the first question I'm posting ever, I've actually tried to search for everything I've needed assistance with.
The Irrlicht community is just awesome, imo
Alpha Transparency Z-Buffer Bug (Post Patch 0.11)
Vs.
Below is what it's supposed to look like (achieved via no zbuffer on fire and alpha_ref on foliage)
The above image is what's happening when trying to use alpha without the _ref addition, it's creaing occlusion or whatever the proper term is
Anyone have any ideas? Niko?
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This is what I want to have back
Reiyn
Creating "Chimera", an Online RPG
DAoC - Guinevere - Druid rr11
WoW - Gorgonnash - Druid 55
Creating "Chimera", an Online RPG
DAoC - Guinevere - Druid rr11
WoW - Gorgonnash - Druid 55
That sucks, =/ I'm sorry, that doesn't sound too good.
Hope you are enjoying the summer atleast somewhat, or can for the rest of it!
S'posed to be relaxed etc! =) You're definately allowed to take a vacation, even from working on Irrlicht ; ) hehe.
Hope you are enjoying the summer atleast somewhat, or can for the rest of it!
S'posed to be relaxed etc! =) You're definately allowed to take a vacation, even from working on Irrlicht ; ) hehe.
Reiyn
Creating "Chimera", an Online RPG
DAoC - Guinevere - Druid rr11
WoW - Gorgonnash - Druid 55
Creating "Chimera", an Online RPG
DAoC - Guinevere - Druid rr11
WoW - Gorgonnash - Druid 55
COOL!
Hey, I couldn't find a more proper post so Ima' say it here:
Version 12 looks amazing! Way to go, I'm very impressed =)
I'm at work, so I can't test it out, but it sounds like you solved a lot of problems, including my own, heh. The new features look very cool, the shaders support and detail mapping...
I'm sohappy, thank you very much
/applause for Niko!
Version 12 looks amazing! Way to go, I'm very impressed =)
I'm at work, so I can't test it out, but it sounds like you solved a lot of problems, including my own, heh. The new features look very cool, the shaders support and detail mapping...
I'm sohappy, thank you very much
/applause for Niko!
Reiyn
Creating "Chimera", an Online RPG
DAoC - Guinevere - Druid rr11
WoW - Gorgonnash - Druid 55
Creating "Chimera", an Online RPG
DAoC - Guinevere - Druid rr11
WoW - Gorgonnash - Druid 55