Transparency For Entire DIF Interior Objects
by Kevin Howard · in Torque Game Engine · 08/24/2004 (9:35 am) · 1 replies
I am working on a game that uses an external player following camera similar to Diablo/Dungeon Siege. I would like to make game objects partially transparent when they are between the camera and the target player. I have enabled this using setAlphaAlways() for obstructing shapebase/player/item/TSstatic objects and it works great. However, no similar interface appears to exist for Interiors.
I see that there are several posts regarding the use of transparent alpha textures with DIF Interior objects, but I have not found discussions on enabling alpha rendering for an entire Interior object.
* Does an alpha control interface for Interiors exist?
* If not, what code changes would be required to make entire Interior objects change alpha level in game? Could it be based on the texture transparency resources already out there?
Thanks!
Kevin Howard
I see that there are several posts regarding the use of transparent alpha textures with DIF Interior objects, but I have not found discussions on enabling alpha rendering for an entire Interior object.
* Does an alpha control interface for Interiors exist?
* If not, what code changes would be required to make entire Interior objects change alpha level in game? Could it be based on the texture transparency resources already out there?
Thanks!
Kevin Howard
About the author
Associate Kyle Carter
1. Not that I'm aware of.
2. It could be pretty extensive. As a start you'd need to make sure everything was rendered with glBlend set. This could potentially screw up the multipass rendering.
Maybe having DTS stuff transparent would be enough for your game?