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istallion

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About istallion

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  1. Vertex alpha blending

    Perfect. Texturefactor is working too.
  2. I want to fade a texture from 100% transparent to 100% opaque. I've played with the renderstate until I'm blue in the face, but I can't get any transparency. The foreground texture is only getting shaded black in one of the corners. The sample code in MSDN doesn't even mention that you need to set the alpha operations & arguments, but many others have. The results are the same either way. CustomVertex.PositionColoredTextured[] verts; device.RenderState.Lighting = false; device.RenderState.ZBufferEnable = false; device.RenderState.AlphaBlendEnable = true; device.RenderState.AlphaSourceBlend = Blend.SourceAlpha; device.RenderState.AlphaDestinationBlend = Blend.InvSourceAlpha; device.TextureState[0].AlphaOperation = TextureOperation.Modulate; device.TextureState[0].AlphaArgument1 = TextureArgument.TextureColor; device.TextureState[0].AlphaArgument2 = TextureArgument.Diffuse; device.VertexFormat = CustomVertex.PositionColoredTextured.Format; for (int i = 0; i < 256; i++) { device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, System.Drawing.Color.Aqua, 1.0f, 0); //Begin the scene device.BeginScene(); SetupMatrices(); verts = (CustomVertex.PositionColoredTextured[])vb1.Lock(0, LockFlags.None); verts[0].Color = Color.FromArgb(255 - i, 0, 0, 0).ToArgb(); verts[1].Color = Color.FromArgb(255-i, 255, 255, 255).ToArgb(); verts[2].Color = Color.FromArgb(255-i, 255, 255, 255).ToArgb(); verts[3].Color = Color.FromArgb(255-i, 255, 255, 255).ToArgb(); vb1.Unlock(); device.SetStreamSource(0, vb1, 0); device.SetTexture(0, picTex[currentArrIndex]); device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); //End the scene device.EndScene(); // Update the screen device.Present(); }
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