• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


This topic is now archived and is closed to further replies.


Anti-Aliasing and Alpha Blending

1 post in this topic

Hey there,

I have a slight problem with some Direct3D Retained-Mode programming. I realize that Immediate-Mode is so much better, but I just need to finish some unknown parts of Retained-Mode.

How exactly would I go about having a partially translucent Meshbuilder (or Mesh) object. Having Texture mapped that object, I'd like parts of the texture to be more translucent than others (so basically its an opacity map inside the texture). I've learned that I have to set the render mode :


and I can use a 32-bit texture (RGB-Alpha) and have the Alpha bits represent the opacity of each pixel. The only problem is that I can't save a BMP or PPM as a 32-bit texture. I would really appreciate some help in this area (I know I can set a global translucency for the whole mesh by setting the translucency in the material, but that's not what I want).

And another thing is that I would like to be able to use Anti-Aliasing on my textures, but i'm not at all sure how to go about that.

I would really appreciate some help in these fields (more so in the opacity area).

Thank you very much,


Share this post

Link to post
Share on other sites
I have never used retained (icky) mode.. but I will give this a shot - if you are able to load in a TGA in retained mode (the D3DX utility library is able to do it, so maybe retained mode can too?) then you can specify an alpha channel (TGA's support alpha channels)... Another possibility is the DDS (?) format, er, not sure that's the right extension, but the format for compressed (S3TC) textures... which also support alpha (and there is a tool in the SDK which makes a S3TC file from two bmps I believe... one bmp is used for the alpha)...
Hope that is at least a little helpful..

Share this post

Link to post
Share on other sites