Transparent features does not work?

Transparent features does not work?

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

Moderator: Moderators

Post Reply
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Transparent features does not work?

Post by TradeMark »

It's not working... but i remember seeing some features with transparency before.

Did someone remove glEnable(GL_BLEND) from the code or what? o.O

Since we have trees transparent already.. whats the problem? People have been having problems with transparent features for long time since some new Spring version came out years ago... i know once they were working fine, but suddenly they stopped working.

Code: Select all

glAlphaFunc(GL_GREATER, 0.43f);
This is what i need for my features... could it also be possible to adjust the alphafunc threshold value? you might want to adjust it for each features.. or all of them if we dont want to change s3o formats? maybe some config file in the folder or something.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Transparent features does not work?

Post by zwzsg »

Transparency on models requires reflective unit to be ticked on.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Transparent features does not work?

Post by TradeMark »

i dont want to use reflective units, but i want to render features properly. damnit. this doesnt make any sense xd

i tested now when watching some map tree features:
reflective units on: 30fps (only like 15 features on the screen)
reflective units off: 60fps
Seems like it applies reflection calculations too...

Transparency really should be default on, since transparency doesnt make any speed difference in rendering, at least not on my card, which is really shitty card. (tested by watching hundreds of normal trees which have transparency on, and still FPS is above 60)

It wouldnt require anything else than glEnable(GL_BLEND) ... mhh.
Unless the feature textures uses 24 bits when reflective units isnt on o_O and 32 bits when its on... which doesnt make sense at all.

Seriously... this needs fixing... im sure many would agree.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Transparent features does not work?

Post by Pressure Line »

iirc its because turning reflective units off essentially turns off loading tex2 at all, which means no glow, no reflect and no transparency (and no specular if the mod has the shader that supports blue channel spec).
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Transparent features does not work?

Post by TradeMark »

yeah

this needs fixing, the transparency can be loaded, even if the other shit isnt used.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Transparent features does not work?

Post by Pressure Line »

part of the reason for the slowdown is that there is the potential for the amount of texture memory use by units to be DOUBLED.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Transparent features does not work?

Post by TradeMark »

Pressure Line wrote:part of the reason for the slowdown is that there is the potential for the amount of texture memory use by units to be DOUBLED.
nah, i have 256 megs memory already, its enough for 2 features in the map :D + small map anyways. + i didnt have any units on the map, just looking the features. i didnt even see any fancy effects on them, looked exactly like without reflective units option, except that the transparency worked.

it probably enables some shader or something which makes it slow, idk.
Post Reply

Return to “Help & Bugs”