Wchris Posted October 8, 2010 Share Posted October 8, 2010 i have a problem with tranparency There is a tutorial about transparency, but it's not using framework. i used ADN to create a red transparent texture for the bouda, but when using it in my project the transparent object is overriden by water and terrain. *********************************************************************** Material Generated by ADN 1.1 R3 *********************************************************************** texture0="abstract::red.dds" clamp0=0,0,0 color=1.00000000,0.141176477,0.141176477,0.589999974 blend=1 depthmask=0 depthtest=0 alphatest=0 overlay=0 zsort=0 cullface=1 castshadows=0 specular=0.759999990 bumpscale=3.06999993 gloss=0.460000008 shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_specular.frag" shadowshader="Abstract::mesh_shadow.vert","" I don't understand what's going on. here's a screenshot. Any clue ? tryed to use the transparency world to load the mesh and material, but same result Thank you, this is driving me nuts i hope in LE3 it will be easyer to use transparency without playing with worlds, just telling the transparency ratio et voilà, but LE3 is far away redbouda_transparent.zip Quote Windows 7 home - 32 bits Intel Quad Q6600 - nVidia GTX 460 1GB - 2 GB RAM Link to comment Share on other sites More sharing options...
Wchris Posted October 8, 2010 Author Share Posted October 8, 2010 Still searching... got something working with *********************************************************************** Material Generated by ADN 1.1 R3 *********************************************************************** texture0="abstract::red.dds" clamp0=0,0,0 color=1.00000000,0.141176477,0.141176477,0.589999974 blend=1 depthmask=1 depthtest=1 alphatest=1 overlay=0 zsort=1 cullface=1 castshadows=0 specular=0.759999990 bumpscale=3.06999993 gloss=0.460000008 shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_bumpmap.frag" shadowshader="Abstract::mesh_shadow.vert","" Now it's transparent but visually it's not like the first screenshot i did not want it to be affected by light or shadow, i just wanted a transparent object that acts like a ghost 3D placeholder and tells the players where to drop his item with the same shape. Quote Windows 7 home - 32 bits Intel Quad Q6600 - nVidia GTX 460 1GB - 2 GB RAM Link to comment Share on other sites More sharing options...
Josh Posted October 22, 2010 Share Posted October 22, 2010 This lesson will help: http://leadwerks.com/werkspace/index.php?/page/resources/_/programming/cpp/transparency-and-refraction-r10 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Wchris Posted October 23, 2010 Author Share Posted October 23, 2010 This lesson will help: http://leadwerks.com/werkspace/index.php?/page/resources/_/programming/cpp/transparency-and-refraction-r10 thank you, i have probably missed something, i'll try again Quote Windows 7 home - 32 bits Intel Quad Q6600 - nVidia GTX 460 1GB - 2 GB RAM Link to comment Share on other sites More sharing options...
AggrorJorn Posted October 23, 2010 Share Posted October 23, 2010 I would experiment with z-sort and overlay. They both have affect on which layer is rendered first etc. Quote Link to comment Share on other sites More sharing options...
Wchris Posted October 23, 2010 Author Share Posted October 23, 2010 This lesson will help: http://leadwerks.com/werkspace/index.php?/page/resources/_/programming/cpp/transparency-and-refraction-r10 Ok got it working , loading my mesh into the framework transparency world was not enought The trick was to render the transparency world myself after RenderFramework like this : RenderFramework; SetWorld(GetLayerWorld(GetFrameworkLayer(2))); RenderWorld; LEsetWorld(GetLayerWorld(GetFrameworkLayer(0))); Why is framework not doing this itself in RenderFramework ? I have no clue but there is probably a reason. this is the final material file *********************************************************************** Material Generated by ADN 1.1 R3 *********************************************************************** texture0="abstract::red.dds" clamp0=0,0,0 color=1.00000000,0.141176477,0.141176477,0.589999974 blend=1 depthmask=0 depthtest=1 alphatest=0 overlay=0 zsort=1 cullface=1 castshadows=0 specular=0.759999990 bumpscale=3.06999993 gloss=0.460000008 shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_specular.frag" shadowshader="Abstract::mesh_shadow.vert","" Quote Windows 7 home - 32 bits Intel Quad Q6600 - nVidia GTX 460 1GB - 2 GB RAM Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.