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JohnyCage

Member Since 03 Jul 2006
Offline Last Active Jan 20 2012 09:42 AM

Topics I've Started

texture: degrees of transparency

19 January 2012 - 03:11 AM

hi dudes.,

how can i start to use 256 degrees of transparency on my textured objects? I use following lines of code:

texture512 = Texture.FromFile(d, "1.png", 512, 512, 1, Usage.None, Format.A8R8G8B8, Pool.Managed, Filter.Triangle, Filter.Triangle, Color.FromArgb(255, 255,  0, 0).ToArgb());
.
.
device.SetRenderState(RenderState.AlphaBlendEnable, true);
device.SetRenderState(RenderState.SourceBlend, SlimDX.Direct3D9.Blend.SourceAlpha);

device.SetRenderState(RenderState.AlphaTestEnable, true);
device.SetRenderState(RenderState.AlphaRef, 0x01);
device.SetRenderState(RenderState.AlphaFunc, SlimDX.Direct3D9.Compare.Always);

Attached picture can describe better my problem. Black places are not mixed by yellow background.

equivalent of Spy++

22 December 2010 - 08:33 PM

Hi,

how can i monitor messages from DX? Does exist any equivalent of Spy++?

SlimDX and DirectPlay

01 December 2010 - 04:40 AM

Hi all, nowdays i installed SlimDX but i cant see DirectPlay namespace. How can i use DirectPlay under SlimDX(DX9)? Thanks for yours reply.

[SlimDX] add reference

08 July 2010 - 02:49 AM

Hi all,

I installed latest SlimDx and DX SDK. I am trying to add SlimDX reference to my project but under Project/Add reference/Net or Com tab is not SlimDX item to choose. Whats happen?Thanks for reply.

RAM, DXT, Help please

16 July 2006 - 09:45 PM

PLEASE PEOPLE…HELP ME… I read this article about the DXT : http://udn.epicgames.com/Two/UnrealTexturing EXTRACT.: * Eight-bit Palettized P8 textures, as they are denoted in the editor, are the same 8-bit palettized (256 color) textures used in the build 436 engine and earlier ("Unreal" and "Unreal Tournament" timeframe). Even though they are uploaded to the video card as a full 32-bit RGBA texture, when properly quantized a P8 can look identical to the original 24-bit source art, while still offering a 75% savings in disk and system memory. P8 textures offer 1-bit alpha in the form of a mask color. If a texture is imported as masked, color index 0 is set as transparent. Once you palettize your texture, you'll need to edit your 256-color image and apply color zero to the transparent portions of the texture. * MY QUESTION, EXAMPLE: I have a picture (256*256px).. How much ram will be used…if i will use „Eight-bit Palettized „ Thanx very much.

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