VertexColor and TextureFlag 4
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I've come across some very strange behaviour of VertexColor mixed with LoadTexture Flag=4. Try the listing below(needs any texture1.jpg and texture2.jpg in your directory). The program will create a series of quads with different alpha (set via Vertexcolor) and a sphere on top. Now switch the texture1.jpg flag to 4, and all quads with alpha <0.5 disappear! You can make them "re-appear" by either removing the vertexcolor command, or by making the texture2.jpg flag equal to 1. So is this a bug or known feature? Not allowing two textures with texture flag 4 when using vertexcolor? I'm a little stumped. I'm running 1.91, and I tried this on two different computers (one with an ATI, one with onboard video). Graphics3D 800,600 SetBuffer BackBuffer() Global camera camera=CreateCamera() AmbientLight 255,255,255 ; change this from to ("texture1",4) and the plane disappears ; for all alpha values <.5 tex2=LoadTexture("texture1.jpg",1) s=CreateSphere() TranslateEntity s,0,0,5 EntityTexture s,tex2 Mesh=CreateMesh() surface=CreateSurface(Mesh) EntityFX Mesh,35 tex=LoadTexture("texture2.jpg",4) EntityTexture Mesh,tex Repeat n=0 ClearSurface surface For i=-3 To 2 For j=-3 To 2 ; make little squares (no texture coordinates - makes no diff) AddVertex(surface,i,j,5) AddVertex(surface,i+1,j,5) AddVertex(surface,i,j+1,5) AddVertex(surface,i+1,j+1,5) AddTriangle(surface,n*4,n*4+2,n*4+1) AddTriangle(surface,n*4+1,n*4+2,n*4+3) ; remove these three lines and the plane will show up even if ; the above texture is loaded with flag=4 ; So somehow the combination of using VertexColor and TextureFlag 4 doesn't work For k=0 To 3 VertexColor surface,n*4+k,255,255,255,Float(n)*0.04 Next n=n+1 Next Next UpdateNormals Mesh UpdateWorld RenderWorld Flip Until KeyDown(1) End |
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The forth parameter of VertexColor is VertexAlpha. Some machines have Problems when mixing Mask mode and Alpha mode. Read the versions.txt, there's a note about the reimplmentation of the ability to mix them. Some cards may however make troubles, probably that's the problem. |