Game Development Community

MS 3.5 Translucency does not render.

by Chris Byars · in Torque Game Engine Advanced · 07/08/2006 (7:40 pm) · 21 replies

Translucency

Same environment and settings as this developer's, clean build, clean scripts.

Once I set the materials.cs file to make "One" translucent, it does not render at all. Nothing is displayed where the texture once was. Complete invisibility. Likewise, in my own scripts, translucency does not work. My translucent textures on my .dts muzzle flash animations are completely invisible, nonexistant, if set to be translucent, and have a "translucentBlendOp" specified. If no "translucentBlendOp" line exists, the texture will show up solid black.

Glow

In a clean build, clean scripts, glow is visible through all objects. Solved by disabling anti-aliasing.


System:
Prescott 520 2.80GHz @ 3.31GHz
2048MB DDR400 Dual Channel
Sapphire Radeon X1600 512MB (Catalyst 6.6)
80GB 7200RPM ATA133 HD
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#1
07/08/2006 (8:07 pm)
It works fine for me.

i63.photobucket.com/albums/h138/eternaldark112/tree.png
#2
07/08/2006 (8:17 pm)
Yeah, that's why I'm not understanding it. Pure and clean build, doing the same thing the developer in the above link does, and the texture does not render whatsoever once that change is made. Do what he did to the "One" material, and post your system specifications.

I always end up with the extremely odd problems.
#3
07/08/2006 (8:47 pm)
I'll do exactly what that other guy did to prove this.

i63.photobucket.com/albums/h138/eternaldark112/translucent.png
And for the materials.cs file:

new Material(light1)
{
   baseTex[0] = "light";
   emissive[0] = true;
   glow[0] = true;
   translucent = true;
   translucentBlendOp = 5;
 };
#4
07/08/2006 (8:59 pm)
What version of the DirectX SDK are you using, and what are your system specifications?
#5
07/08/2006 (9:04 pm)
No apology necessary, I thought your "hostility" was a poke at some fun. :)

Without antialiasing, my glow problems disappear, they look nice. Can't say the same about the jaggies. :P

However, the tranclucent invisibility remains, both in the box model, and in my own muzzle flash mesh, which did have the additive translucency flags checked on export. Still render inivisible, or with the image on a nice black square. (No translucency)

I'm using the DirectX April 2006 SDK.
#6
07/08/2006 (9:11 pm)
I'll switch to April 2006 and try.
#7
07/08/2006 (9:12 pm)
I appreciate it. (Edit wars, updated my last post too)
#8
07/09/2006 (7:09 am)
Actually, I previously thought that all models and meshes, even the default ones, that I apply translucency to, render invisible. I applied the same translucency code to all sides of the test box, and only the CustomMaterial defined sides were visible and translucent as they should be. The rest were completely unrendered.

It appears only CustomMaterials work with translucency here; a regular "new Material" becomes invisible (Or, if I don't tell it what BlendOp, black)

Upload your TSE.exe and TSE.ilk file; I'll see if dropping yours in changes anything. Likewise, here's mine.
#9
07/09/2006 (8:24 am)
@C2,

Offtopic, but why are you uploading the incremental link file? (:
#10
07/09/2006 (9:11 am)
No, that tree example I posted was a new material, not a custom one. I'll upload my tree model. Try it and see if it works.

Tree Download
#11
07/09/2006 (4:41 pm)
@Stefan: Actually I thought the .ilk was necessary to run the .exe; I thought I remembered having some problem with it not working without it, and never thought again on the issue. Guess not. :)

@Matt: Tree's leaf textures show up black. (I know the screenshot is off my dirty build, but I also tried on a clean build to the same result) Upload your TSE.exe file, that way I can see if it is in fact, our different DirectX SDKs somehow having an issue here.

www.ion-productions.com/treeLeaf.jpg
#12
07/09/2006 (5:17 pm)
Also off topic:
It looks like the character model is holding up his hand as if to say "WHY?" in frustration at the problem.
#13
07/09/2006 (5:25 pm)
Indeed.. haven't been able to port my first/third person weapon model yet in 3.5, a lot of code changed that I haven't understood yet. :)
#14
07/09/2006 (5:42 pm)
exe

Please note that there is no ILF in this.
#15
07/09/2006 (5:47 pm)
Tree still renders the same, even with your TSE.exe, in clean scripts.
#16
07/10/2006 (3:16 pm)
OK, I was able to repro this issue, the fix is checked in - fog wasn't being set up properly for translucent objects.
#17
07/10/2006 (3:28 pm)
My God, how happy I am to hear those words. Thanks.
#18
07/10/2006 (10:26 pm)
WOOOOOT!!!!
#19
07/17/2006 (10:45 am)
Just wanted to say, (though your RenderTranslucentMgr fix isn't in yet; I'm not sure if that may fix it), translucency still does not render correctly if there's many translucent objects (like precipitation). If I rotate the view to view the player, the muzzle animation's full texture will render (including the black, which should be transparent), as seen in this age-old video that was posted on the TSE MS 3.5 release thread, and many other translucency threads I hijacked ;) . This problem appears on my translucent projectile, and translucent mesh flame that appears where bullets strike, if Precipitation or many translucent objects or particles exist in the scene.

This has been an issue ever since TSE began: translucency does not stay translucent sometimes. It's not a serious bug, but it does make things look like crap sometimes.
#20
07/17/2006 (11:24 am)
@Brian:

On a similiar note, the shader cube in the demo is visible when the fog should hide it.
It does disappear when it reaches the visible distance, however.

I don't know if that's the same issue, just thought I'd throw it out here.
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