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Thread: Multiplexity: MechaChess

  1. #31

    Multiplexity: MechaChess

    Oh yeah, that's really cool:



    Note that mirroring-effect.

  2. #32

    Multiplexity: MechaChess

    Hey, cool... now you just need to set transparency to the mirror effect...

    then add your nice models with nice textures and there ya go
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  3. #33

    Multiplexity: MechaChess

    You mean... like that?


  4. #34

    Multiplexity: MechaChess

    Yep! Now it looks like reflection
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  5. #35

    Multiplexity: MechaChess

    in your last screenshot, it seems like the reflections of the black 'units' are white... is it meant to be so?

  6. #36

    Multiplexity: MechaChess

    I think it's like this in reality, too. A gray cuboid on a white, reflecting surface is reflected more white than gray. If it's reflected on a gray surface, it seems gray.

  7. #37

    Multiplexity: MechaChess

    You could try drawing them with a slightly higher opacity. I'm not sure exactly why it is doing that.

  8. #38

    Multiplexity: MechaChess

    Well, atm I'm just blending it on the chessboard texture. Like this:

    Code:
    glBlendfunc&#40;GL_SRC_COLOR, GL_ONE_MINUS_DST_COLOR&#41;;
    Changing the Alpha value won't take any effect, cause there is no alpha value in this blending function.

  9. #39

    Multiplexity: MechaChess

    One minus dest color for black would return a white surface; 1-0 = 1. Unless you start doing stuff like texturing them.

  10. #40

    Multiplexity: MechaChess

    Um.... what? What shall I do?

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