Hi monkeys!
I have a question about the unshaded material. What I am trying to achieve, is to place a marker (white circle) on the ground where my character is walking to.
I created a material based on the Unshaded material:
Material White Circle : Common/MatDefs/Misc/Unshaded.j3md {
MaterialParameters {
ColorMap : Textures/white_circle.png
}
AdditionalRenderState {
Blend Alpha
PolyOffset -1.0 -1.0
}
}
Then I created a Plane geometry, set the material on this geometry, and placed the geometry in the Transparent Queue bucket. Then I place the geometry in the scene like this:
Spatial destinationSpatial = getApplication().getAssetManager().loadModel("Models/gui/movement_destination.j3o");
destinationSpatial.setLocalTranslation(destinationComponent.getDestination());
destinationSpatial.lookAt(destinationComponent.getDestination().mult(destinationComponent.getDestinationNormal()), Vector3f.UNIT_Y);
However, from a distance the quality of this setup is not okay. It’s grayish and not clear. I just want a crispy clear white circle, up close and far away.
white circle (texture)
bad quality from far away, it’s grayish and not clear
better when close, but still not okay. It has a gray border for some reason.
Could you guys enlighten me, or give me some clues to look at for solving this problem? Or am I tackling my problem in a wrong way, maybe using a plane + texture is not the correct way?
Maybe I should put indicators like this in the guiNode? What to do for example with health bar indicators on top of a character? I would think I will have the same issue when I start implementing that component.