Objects that are drawn with an opaque alphamode only allow other objects that have been pre-drawn to be seen thru. Is there a way for post-drawn objects?
// Sample of triangles drawn behind first are only opaque.
funStart3DAlpha()
FUNCTION funStart3DAlpha:
funCreateTriangle(0)
funAnimate()
ENDFUNCTION
FUNCTION funAnimate:
LOCAL z
WHILE TRUE
X_MAKE3D 1,10, 45
X_CAMERA 0, 0.25, -2, 0, 0, 4
ALPHAMODE 0.075
FOR z=1 TO 3
X_MOVEMENT -1, 0, 4-z
X_DRAWOBJ 0, -1
NEXT
FOR z=1 TO 3
X_MOVEMENT 1, 0, z
X_DRAWOBJ 0, -1
NEXT
SHOWSCREEN
WEND
ENDFUNCTION
FUNCTION funCreateTriangle: num
LOCAL col
col=RGB(255,255,255)
X_OBJSTART num
X_OBJADDVERTEX -0.5, 0.5, 0.0, 0.1, 1.0, col
X_OBJADDVERTEX 0.0, -0.5, 0.0, 0.5, 0.0, col
X_OBJADDVERTEX 0.5, 0.5, 0.0, 0.5, 1.0, col
X_OBJEND
ENDFUNCTION
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You need to z-order the objects, need more processing.
For billboarding, Point sprites are coming in the future, these might solve blending in non ordered systems, i dont really know.
It's like i need to toggle the z-order only for the certain objects but it's not important for now. :good:
Quote from: matchy on 2009-Nov-22
It's like i need to toggle the z-order only for the certain objects but it's not important for now. :good:
Hmm, there are objects that will render translucent, without z ordering?
The order the the objects that are X_OBJDRAWn determines the translucency to the next object. That is, they are still see through, but other other objects are not seen through. For example, a player in the middle of a map can see through translucent object that are to the -x & -z from the player . This is the same for X_SPRITE.
I know what youre talking about now.
It is accidental z ordering.
Youll still experience blending issues in the -z direction of the cam also , if the ordering fluxuates.