• 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.
Sign in to follow this  
Followers 0
michaelmk86

ColorKey with HLSL

5 posts in this topic

The objects that I have them displayed as transparent I want the part of the texture that is colored black to not be visible at all. How can I do that?

Edited by michaelmk86
0

Share this post


Link to post
Share on other sites

The easiest way is to set an alpha channel in your texture at load time (i.e. if all of R, G and B are 0 then A is set to 0), then at runtime just enable alpha blending or alpha testing.  You don't say which version of D3D you're using, but if you're creating and loading the texture manually you can do this with a simple pass over the texture data and an "if" statement (being sure to select D3DFMT_A8R8G8B8 or DXGI_FORMAT_R8G8B8A8_UNORM), if you're using D3DX then D3DXCreateTextureFromFileEx (D3D9) has an option to select a colour key (I don't see one available for D3D10/11 so you're SoL if they're what you're using).

0

Share this post


Link to post
Share on other sites

The easiest way is to set an alpha channel in your texture at load time (i.e. if all of R, G and B are 0 then A is set to 0), then at runtime just enable alpha blending or alpha testing.  You don't say which version of D3D you're using, but if you're creating and loading the texture manually you can do this with a simple pass over the texture data and an "if" statement (being sure to select D3DFMT_A8R8G8B8 or DXGI_FORMAT_R8G8B8A8_UNORM), if you're using D3DX then D3DXCreateTextureFromFileEx (D3D9) has an option to select a colour key (I don't see one available for D3D10/11 so you're SoL if they're what you're using).

I am using D3D9

 

here is what i am doing with my texture at load time.

hr = D3DXCreateTextureFromFileEx(Device,
                                 TexturePath,
                                 D3DX_DEFAULT,
                                 D3DX_DEFAULT,
                                 0,
                                 0,
                                 D3DFMT_A8R8G8B8,
                                 D3DPOOL_MANAGED,
                                 D3DX_DEFAULT,
                                 D3DX_DEFAULT,
                                 0xFF000000,
                                 NULL,
                                 NULL,
                                 &tex);

//0xFF000000 = black  
 

here is how I enable transparency for the objects that need to be transparent

technique Transparent
{
    pass Pass0
    {
	AlphaBlendEnable = true;
	DestBlend = InvSrcAlpha;

        VertexShader = compile vs_3_0 ShadowedSceneVertexShader();
        PixelShader = compile ps_3_0 ShadowedScenePixelShader();
    }
}

so what is happening right now, is that the the whole texture (that is on the transparent object) is transparent including the part with black color.

0

Share this post


Link to post
Share on other sites

You're not setting SrcBlend in your effect, so it uses the default of One.  Not sure if this is your intended behaviour, but try changing it to SrcAlpha and see what happens.

 

Also check your source images - if they have an alpha channel then your selected colour key will be invalid for them.

0

Share this post


Link to post
Share on other sites

Look into the pixel shader command 'discard', this will give you the most flexibility.

 

 


bclr.w = alpha channel, x-red, y-green,z-blue, you can use any color you want and not even have an alpha channel in the texture
TxtrData.y = the value I used to clip the image with
 

example

 

 
bclr=tex2D(sampBase,In.UV);
if(bclr.w<TxtrData.y) {                    // don't need this pixel (alpha clipping)
    discard;
}
Edited by LancerSolurus
0

Share this post


Link to post
Share on other sites

I try SrcBlend = InvSrcAlpha; and SrcBlend = SrcAlpha; nothing really happened (with InvSrcAlpha the texture become a little darker )


the only difference i can see is that with SrcAlpha vs InvSrcAlpha is that invert the Alpha value

  • the Output.Color.a = 1.0(in my PixelShader) is 100% transparent with SrcAlpha
  • the Output.Color.a = 0.0 is 100% transparent with InvSrcAlpha

 

my source images were working before without the HLSL, anyway how can i check my source image if they have an alpha channel?

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0