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Alpha Transparency Z-Buffer Bug (Post Patch 0.11)

Posted: Sat Jul 09, 2005 11:26 pm
by Reiyn The Guest
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 :D

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 :)

Posted: Tue Jul 12, 2005 1:59 am
by Reiyn
Image
Vs.
Image

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 :)
Image

Posted: Wed Jul 13, 2005 7:02 am
by niko
No, sorry. But I will try to find it as soon as I've time for it. I would suggest using Irrlicht 0.10.0 until then, if this is no problem. BTW: you shot looks really cool.

Posted: Thu Jul 14, 2005 3:51 am
by Reiyn
Ok, cool. - An' lol, thanks! :) BTW: Irrlicht is really cool!

"In order to make an apple pie from scratch, you must first create the universe."
- Carl Sagan

Posted: Tue Jul 26, 2005 1:34 am
by Reiyn
Bump,
(... Any news about this? 8) .... )

Posted: Fri Jul 29, 2005 8:49 pm
by niko
No, currently I'm a bit stressed, sorry.

Posted: Sun Jul 31, 2005 9:05 am
by Reiyn
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.

COOL!

Posted: Thu Aug 25, 2005 7:16 pm
by Reiyn
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 :)

:D :D :D

/applause for Niko!