I was dabbling with my orbit lines and decided they were standing out too much so I decided to use an alpha of 0.5 on them but it was still rendered opaque.
After checking the frag I noticed the following:
[java]
vec4 color = vec4(1.0);
[…]
#ifdef HAS_COLOR
color *= m_Color;
#endif
[/java]
Changing it to “Color = m_Color;” fixed this, but the problem had to be elsewhere since if you multiply 1.0 * 0.5 it should still give you an alpha of .5…
After digging a bit more I think I found the solution.
I changed this:
[java]
#ifdef HAS_LIGHTMAP
#ifdef SEPARATE_TEXCOORD
color.rgb *= texture2D(m_LightMap, texCoord2).rgb;
#else
color.rgb *= texture2D(m_LightMap, texCoord1).rgb;
#endif
#endif
[/java]
to
[java]
#ifdef HAS_LIGHTMAP
#ifdef SEPARATE_TEXCOORD
color *= vec4(texture2D(m_LightMap, texCoord2).rgb, color.a);
#else
color *= vec4(texture2D(m_LightMap, texCoord1).rgb, color.a);
#endif
#endif
gl_FragColor = color;
[/java]
It seems to have taken care of the problem and the tests I did with my scene gave perfect results, but maybe there are circumstances where it would break things.
Waiting for input on this.
Last time i checked transparency was working fine with unshaded.
I don’t get what you changed in the end? Do you have 2 sets of texture coordinates?
I made two classes, Circle and Trail , which are meshes. I’ve used the Sphere mesh as a basis for them. There’s no texture, only a color applied to it.
In short they’re Mode.Lines meshes.
Thinking about it, if you want to test the transparency, make a WireSphere and try a color with an alpha of .20 or something. It should still be rendered opaque.
@nehon you’ve got to stop hacking into my computer. Or something.
Now it works fine w/o the mods I just made. IT WASN’T WORKING damnit!
goes to sulk in a corner
that’s the devil’s pact again
Or just a typo… sigh