ive been trying to create a local rain cloud, and setting the start and end colour near dark grey doesnt seem to work, is this to do with the transparency that particle emitters use ?
for e.g.:
[java]
cloud.setStartColor(new ColorRGBA(0.1f, 0.1f, 0.1f, 0.5f));
cloud.setEndColor(new ColorRGBA(0.1f, .1f, .1f, 0.2f));
[/java]
produces:
http://i53.tinypic.com/nvwah4.jpg
any dark color comes out white.
–edit–
apologies, i selected the wrong forum subgroup
have you tried with higher alpha values?
oh ok i know why, the default blend mode for particles is blendMode.Additive, which means black areas are considered transparent.
Set the blend mode to alpha and lower a bit the alpha value of the start color (like 0.2, to avoid seeing the borders of the particle quads)
do you mean?
mat.getAdditionalRenderState().setAlphaFallOff(0f);
mat.getAdditionalRenderState().setAlphaTest(true)
i tried playing aorund with those, setting alpha over0.8f makes it invisible.
actually setting to alpha allows me to create a seperate transparent texture, no borders on that
i will post the difference once i fine tune the texture.
Thank you for the help.
http://i56.tinypic.com/20iaq15.jpg
woo it works,
if anyones interested, heres how i did it:
copied flame.png from particles, used gimp to make transparent with:
Layer>Transparency>Color to Alpha (and sellecting black as the colour)
then in JME:
[java]
mat.setTexture("Texture", assetManager.loadTexture("Particles/cloud.png"));
mat.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Off);
mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
[/java]
looking good :), thx for the info
heheh nice