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Material Bug: BlendOp

by Stefan Lundmark · in Torque Game Engine Advanced · 09/30/2006 (7:46 am) · 4 replies

*EDIT* Disregard, this is not a bug. Many of the blendOp's currently in TSE make no sense to use with a billboard, but with layering textures and whatnot. Adding your own is a better option.

#1
10/05/2006 (12:55 am)
No one else seeing this? Could be my two PC's then.
#2
10/15/2006 (8:32 am)
As no one has bothered to comment on this, I am going to offer my thoughts for anyone else seeing the same problem.

When using lerpAlpha, the colors are really washed out. I do not know the technical term for this, but it looks like crap! The rest of the blendOp modes either screw up the alpha or saturates the image.

So I modified AddAlpha (which does not work here) to this:
GFX->setSrcBlend(GFXBlendSrcAlpha);
   GFX->setDestBlend(GFXBlendOne);

And it looks absolutely perfect. Hope this can be of help to someone else.
Bye.
#3
10/15/2006 (12:24 pm)
Hey Stefan

Keep going - reading, but not to comment on.

I'm using Lerp for a cube map on the cockpit glass (re-implemented it a fewq days ago), and it looks absolutely horrible. Big splashes of unicolored "blotches".

Havent had time at all to investigate though.
#4
10/15/2006 (1:33 pm)
Did you try the above? Should work for a cockpit just fine, as long as you do not stack materials infront of eachother.