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#Actualgrasshop

Posted 09 September 2012 - 05:49 AM

The problem is I don't actually have any control over anything myself as I am working on a user game development environment and the user could use any textures themselves and call upon any blend functions as well to that matter. I ask about DirectX because this problem doesn't occur in another game development environment which I am actually trying to emulate and it uses DirectX instead of OpenGL. I'm wondering how on earth the guy that wrote that managed to resolve this issue nicely.

I apologise for not giving the full circumstances before I was trying not to complicate things.

#4grasshop

Posted 09 September 2012 - 05:48 AM

The problem is I don't actually have any control over anything myself as I am working on a user game development environment and the user could use any textures themselves and call upon any blend functions as well to that matter. I ask about DirectX because this problem doesn't occur in another game development environment which I am actually trying to emulate and it uses DirectX instead of OpenGL. I'm wondering how on earth the guy that wrote that managed to resolve this issue nicely.

I apologise for not giving the full circumstances before I was trying not to complicate it.

#3grasshop

Posted 09 September 2012 - 05:40 AM

The problem is I don't actually have any control over anything myself as I am working on a user game development environment and the user could use any textures themselves and call upon any blend functions as well to that matter. I ask about DirectX because this problem doesn't occur in another game development environment which I am actually trying to emulate and it uses DirectX instead of OpenGL. I'm wondering how on earth the guy that wrote that managed to resolve this issue nicely.

#2grasshop

Posted 09 September 2012 - 05:39 AM

The problem is I don't actually have any control over anything myself as I am working on a user game development environment and the user could use any textures themselves and call upon any blend functions as well to that matter. I ask about DirectX because this problem doesn't occur in another game development environment which I am actually trying to emulate and it uses DirectX instead of OpenGL. I'm wondering how on earth the guy that wrote that resolved this issue nicely.

#1grasshop

Posted 09 September 2012 - 05:36 AM

The problem is I don't actually have any control over anything myself as I am working on a user game development environment and the user could use any textures themselves and call upon any blend functions as well to that matter.

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