Parallax shading was available in LE2, but I can't think of one example where any one ever used it. It's expensive to render at you need high quality dot3 maps.
If you download one of the terrains in the assets store, they use RGB blandmap for splatting like this.
How can I then sample this depth for for a DOF effect using this AddPostEffect() ?
I sampled it using this
vec4 depth = texture2D(texture1,ex_texcoords0);
I can also chip in if needed somewhere in lua or shaders.
Also github for source control is free and using pull requests instead of writing to master directly we shouldn't make the same mistake twice (overwriting code and stuff).
I've tried hacking around this using gl functions
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
But I couldn't make it work, seem like material->SetBlendMode(Blend::Alpha); is the only one it will react to for alpha blending.
They can look ok using alphablending if you use :
SetSortMode(true);
SetDepthTestMode(false);
But then again they will render on top of everything, so smoke beind a wall or something wouldn't work.
Particles seem almost useless in their current state with limited alpha blending (if I didn't miss something completely?)
I think perhaps we should have some more blend modes.
Doing a fire without additative alpha blendmodes like
SRC: GL_SRC_ALPHA
DST: GL_ONE
Isn't possible now I think to achive particle effects like this :
You need a foilage shader that does an alpha test.
Try this one
Unzip and copy to Shaders/Dynamic
Check 2 sided in material file and assign this shader to the leaves material.
foilage_shader.zip