Jump to content
Xtreme .Net Talk

Recommended Posts

Posted

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?

Posted

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.

Posted

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.

Posted

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

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...