Thanks for your Effort, I will take a look at it sometimes...
Search found 13 matches
- Sun Nov 22, 2015 8:32 am
- Forum: 3D Programming
- Topic: Materials and Alphablending doesn't seem to work properly
- Replies: 17
- Views: 7691
Re: Materials and Alphablending doesn't seem to work properl
@Samuel
Thanks for your Effort, I will take a look at it sometimes...
Thanks for your Effort, I will take a look at it sometimes...
- Sat Nov 21, 2015 6:42 pm
- Forum: 3D Programming
- Topic: Materials and Alphablending doesn't seem to work properly
- Replies: 17
- Views: 7691
Re: Materials and Alphablending doesn't seem to work properl
In a Billboardgroup, every billboard has the same position and rendering queue.
If you need them to be drawn in the correct order (from back to front) you need
to use a Billboardgroup for every billboard. This problem doesn't need a PNG,
you can see the same problem with the "Geebee2.bmp". too ...
If you need them to be drawn in the correct order (from back to front) you need
to use a Billboardgroup for every billboard. This problem doesn't need a PNG,
you can see the same problem with the "Geebee2.bmp". too ...
- Sat Nov 21, 2015 3:49 pm
- Forum: 3D Programming
- Topic: Materials and Alphablending doesn't seem to work properly
- Replies: 17
- Views: 7691
Re: Materials and Alphablending doesn't seem to work properl
"BluePotPlant2.png" is a 32 Bit PNG-Image.
Where is it to test your code ?
Use the Geebee2.bmp instead. Just export it as a gif and make the purple Background transparent, then re-export the Gif to a 32-bit Png and load it instead of my BluePotPlant.png.
The Transparency is correct, but often ...
Where is it to test your code ?
Use the Geebee2.bmp instead. Just export it as a gif and make the purple Background transparent, then re-export the Gif to a 32-bit Png and load it instead of my BluePotPlant.png.
The Transparency is correct, but often ...
- Sat Nov 21, 2015 9:44 am
- Forum: 3D Programming
- Topic: Materials and Alphablending doesn't seem to work properly
- Replies: 17
- Views: 7691
Re: Materials and Alphablending doesn't seem to work properl
My Head is spinning!
Is it so difficult to just put something like a Sprite into the 3D-World an make the unwanted Parts transparent like in the 2D-Part of Purebasic? (In Blitz3D, a long time ago, you just loaded a Sprite put it into the Scenery..et voilá!)
An alternative to a shader would be to ...
Is it so difficult to just put something like a Sprite into the 3D-World an make the unwanted Parts transparent like in the 2D-Part of Purebasic? (In Blitz3D, a long time ago, you just loaded a Sprite put it into the Scenery..et voilá!)
An alternative to a shader would be to ...
- Thu Nov 19, 2015 7:10 pm
- Forum: 3D Programming
- Topic: Materials and Alphablending doesn't seem to work properly
- Replies: 17
- Views: 7691
Re: Materials and Alphablending doesn't seem to work properl
OK, I see.
I don't really need Alphablending. I was just using it, because the normal Transparency doesn't work either:
Blending-Mode is "Add": the transparent (black) Parts are displayed correctly (i.e. not), but the "real" Image is half transparent: you can look through it instead of being solid ...
I don't really need Alphablending. I was just using it, because the normal Transparency doesn't work either:
Blending-Mode is "Add": the transparent (black) Parts are displayed correctly (i.e. not), but the "real" Image is half transparent: you can look through it instead of being solid ...
- Thu Nov 19, 2015 8:23 am
- Forum: 3D Programming
- Topic: Materials and Alphablending doesn't seem to work properly
- Replies: 17
- Views: 7691
Materials and Alphablending doesn't seem to work properly
I attached the altered Code of one of PureBasic's Examples to show the Problem; "BluePotPlant2.png" is a 32 Bit PNG-Image.
The Transparency is correct, but often Billboards that lie behind another one are drawn in front of them instead!
If you look at the Billboards from the other Side its correct ...
The Transparency is correct, but often Billboards that lie behind another one are drawn in front of them instead!
If you look at the Billboards from the other Side its correct ...
- Sun Oct 18, 2015 9:00 am
- Forum: Linux
- Topic: Does, PdfVectorOutput() saves corrupt pdf
- Replies: 3
- Views: 3104
Re: Does, PdfVectorOutput() saves corrupt pdf
You must use the "MovePathCursor()"-Command before a Drawing Action, otherwise you'll get a corrupt Output-File.
- Wed May 07, 2014 7:14 am
- Forum: Bugs - IDE
- Topic: [5.20 b17] PureBasic IDE - Resize Bug after fullscreen
- Replies: 1
- Views: 2037
Re: [5.20 b17] PureBasic IDE - Resize Bug after fullscreen
Confirmed for PB5.22 under Linux Mint16, but only if the Program's Resolution is different from the Desktop's...
- Sat Sep 29, 2012 7:14 am
- Forum: Bugs - 3D Engine
- Topic: [PB5.03 beta x86] Alt-Tab in 3D does not work
- Replies: 5
- Views: 5853
Re: [PB5.03 beta x86] Alt-Tab in 3D does not work
Please do a search in forum before posting...
Sorry, I only found Stuff concerning 2D-based Games, when the Screen loses its focus... That Problem is solved with proper programming techniques...
This here is different , ´cause you can´t even leave the Screen (at least on my Computer :lol: )
If ...
Sorry, I only found Stuff concerning 2D-based Games, when the Screen loses its focus... That Problem is solved with proper programming techniques...
This here is different , ´cause you can´t even leave the Screen (at least on my Computer :lol: )
If ...
- Fri Sep 28, 2012 10:26 am
- Forum: Bugs - 3D Engine
- Topic: [PB5.03 beta x86] Alt-Tab in 3D does not work
- Replies: 5
- Views: 5853
[PB5.03 beta x86] Alt-Tab in 3D does not work
Alt-Tabbing between a 3D-Application and other Programs doesn´t work. The 3D-Apllication stays in the Foreground and it´s hard to end it because you don´t know when it´s active in the Computer-Environement and when not...
A little Example:
InitEngine3D()
InitSprite()
InitMouse()
InitKeyboard ...
A little Example:
InitEngine3D()
InitSprite()
InitMouse()
InitKeyboard ...
- Wed Feb 17, 2010 4:48 pm
- Forum: Feature Requests and Wishlists
- Topic: [Implemented] make Submeshes available in PB OGRE and ...
- Replies: 4
- Views: 1302
Re: 3D - make Submeshes available in PB OGRE and ...
The terrain can have a texture of 4096x4096 along with a detail texture that does tile. Then, of course, your objects would have their own textures. So you could actually make a pretty detailed game. But the more detail the slower the game. That's when you start thinking what needs to be used to ...
- Wed Feb 17, 2010 12:09 pm
- Forum: Feature Requests and Wishlists
- Topic: [Implemented] make Submeshes available in PB OGRE and ...
- Replies: 4
- Views: 1302
Re: 3D - make Submeshes available in PB OGRE and ...
You mean the Robot-Model, right?
if you use u-/v-coordinates in the Mesh to use different parts of one Texture, you cannot "tile" them (don´t know, if thats the right expression?!) and even if it would work, the MainTexture could be very big in the end (and therefore not functional with the ...
if you use u-/v-coordinates in the Mesh to use different parts of one Texture, you cannot "tile" them (don´t know, if thats the right expression?!) and even if it would work, the MainTexture could be very big in the end (and therefore not functional with the ...
- Wed Feb 10, 2010 6:39 pm
- Forum: Feature Requests and Wishlists
- Topic: [Implemented] make Submeshes available in PB OGRE and ...
- Replies: 4
- Views: 1302
[Implemented] make Submeshes available in PB OGRE and ...
...enable different Light-Ranges.
If you want to use one Mesh (Created with SetMEshData) as a Level, you´ll need different Textures on the Mesh (some Floors, some Ceilings and some Walls).
In PB-OGRE it is not possible to put different Textures on one Mesh (if you use u-/v-coordinates in the Mesh ...
If you want to use one Mesh (Created with SetMEshData) as a Level, you´ll need different Textures on the Mesh (some Floors, some Ceilings and some Walls).
In PB-OGRE it is not possible to put different Textures on one Mesh (if you use u-/v-coordinates in the Mesh ...