rifter1818 Posted December 17, 2003 Posted December 17, 2003 For my rpg im now programming some basic magic animation and ive figured what i want for ice but i dont know how to do it... What i need is to create semi-transparant surfaces (like a blue glass to simulate a sheet of ice) these would be using simple triangle lists or strips and also linelists or line strip primitives, preferably vertextype posistioncolored. I would like to do it without textures,... so how do i create these primitives to be semi-transparant? And a second easier question, how do i set the width of the line that the linestrip primitive draws? Quote
slantz Posted December 17, 2003 Posted December 17, 2003 You want to use alpha-blending, I believe. I'm thinking about rewriting my entire graphics engine to use Direct3D instead of DirectDraw, just for the alpha-blending. I want it that much. =( -Hiro_Antagonist. Quote
rifter1818 Posted December 17, 2003 Author Posted December 17, 2003 Yup sure do want Alpha blending But how do i get it to be semi-transparant? I use alphablending elsewhere but thats for fully transparant. Also i dont know how to use alphablending on non-textured primitives. Quote
slantz Posted December 17, 2003 Posted December 17, 2003 Well, I'm not sure how to actually code it, but I do know that alpha-blending is speficially to achieve "partial transparency". By definition, the alpha value of something is hot transparent it is. Using graphic formats like PNG, I believe each pixel can be given its own alpha value. 255=opaque 127=50% transparent 0= transparent Hopefully someone else can tell you how to actually apply it in Direct3D. That's beyond my knowledge... =P -Hiro_Antagonist Quote
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.