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Thread: blending with a constant rgba value on low spec 3d cards?

  1. #1

    blending with a constant rgba value on low spec 3d cards?

    i want to create a transparent surface with emboss bumpmapping.
    for the emboss bumpmapping is use the alpha channel.
    so i cannot use it anymore for controlling how transparent the surface will be.
    I figured out it is possible to use the following with opengl 1.4:
    Code:
      glblendcolor(1,1,1,0.1); //0.0 = solid 1.0 = transparent 
      glBlendFunc(GL_SRC_ALPHA, GL_CONSTANT_ALPHA); //now object is not affected by alpha channel of texture
    This seems to do the trick. But only on high end graphics cards as a test on a TNT graphics card gives a 0-1 fps framerate.
    Using only:
    Code:
    glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
    Gives me back 33fps. But without the control on how transparent the surface is.
    Is there a way do both on a TNT?
    http://3das.noeska.com - create adventure games without programming

  2. #2

    blending with a constant rgba value on low spec 3d cards?

    Create second 1x1 texture and use it with _MODULATE_ blending
    There are only 10 types of people in this world; those who understand binary and those who don't.

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