I have had the most difficulty creating transparency that doesn't cause a graphical glitch like the image below. Browsing through the tutorials, it seems that none of them reference using the FramewOrk methods. Do they automatically set the clearmode appropriately?
Neither smoke (alpha) or fire (light) MAT settings work to fix this issue. I've also tried creating my own textures to replace the defaults, and have had no luck.
Either way, this is my basic emitter setup in C#.
//transparency refers to foreground
World.Current = Framework.Layers.Transparency.World;
Framework.Layers.Transparency.Camera.ClearMode = CameraClearMode.None;
Emitter flames = new Emitter(new Vector3(-.5F, -.5F, 0),200);
flames.Material = Material.Load("abstract::fire.mat");
flames.Area = new Vector3(.2F, 1, .2F);
flames.Radii = new Radii(.5F, 0);
flames.Waver = 1;
World.Current = Framework.Layers.Main.World;
In case you're wondering about the enum values
public enum CameraClearMode : int //byte
{
Unique = -1, // suggested by Canardian, only godrays visible
None = 0,
Depth = 1,
Color = 2,
}
I'm so frustrated, if this doesn't get fixed it's possible I may have to use another engine at this point.
Please help, oh wise and knowledgeable forum users. So you have a secret transparency recipe?
EDIT: Secondly, why does the vertical camera angle effect particle intensity?