Hi.
I want to make all sprites that are not in my spot light to be hardly visible.
Only when I come near enough to light them up with my spot light should
they be fully visible.
This is how it looks:
Question is: How do I make sprites less visible when not in my spot light?
Thanx for help.
3 replies to this topic
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#2 Members - Reputation: 195
Posted 25 April 2012 - 12:27 PM
I have a question about BlendState.
Is it possible to make sprites outside of my spot light blend into dark ambient light with BlendState?

I kinda made sprites in my spot light translucent and those far away normal but I don't really know if I can make them blend with the ambient light
This is what I use to make the effect on the screenschot:
Any help or tip would be helpful.
Thanx
Is it possible to make sprites outside of my spot light blend into dark ambient light with BlendState?

I kinda made sprites in my spot light translucent and those far away normal but I don't really know if I can make them blend with the ambient light
This is what I use to make the effect on the screenschot:
private Color _ambientLight = new Color(.1f, .1f, .1f, .1f); // for HLSL
public static BlendState BlendBlack = new BlendState
{
ColorBlendFunction = BlendFunction.Add,
ColorSourceBlend = Blend.One,
ColorDestinationBlend = Blend.One,
AlphaBlendFunction = BlendFunction.Add,
AlphaSourceBlend = Blend.SourceAlpha,
AlphaDestinationBlend = Blend.One
};
Any help or tip would be helpful.
Thanx
#3 Members - Reputation: 435
Posted 18 May 2012 - 03:35 PM
Well, for one, I don't think you want to toy with the Alpha (bringing that down is what'll make them translucent).
Additionally, if that's a 3d light (as I assume it is) you could just render the sprites on textured quads. Could be more effort up front, but give you the visual effect you're after.
Additionally, if that's a 3d light (as I assume it is) you could just render the sprites on textured quads. Could be more effort up front, but give you the visual effect you're after.
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