I've been playing around with something. I've seen in other screenshots the use of 'glass' effect etc. So I thought I'd make a quick experiment to test alpha channel transparency on textures.
It work to a point. That is when there is no pixel in the image the transparency works but when their is a pixel in the image it is just drawn as a full colour pixel and not faded using the alpha channel.
I even added this command to the DarkSDKBitmap.h file.
void dbSetBitmapFormat ( int );
After playing around with the different options of setting the bitmap to ARGB, I still get the same result. The transparency works fine in the modelling program.
#include "DarkGDK.h"
void DarkGDK ( void )
{
dbSyncOn ( );
dbSyncRate ( 60 );
dbSetBitmapFormat(32);
dbSetDisplayMode(800,600,32);
dbMaximizeWindow();
dbAutoCamOff();
dbBackdropOff();
dbLoadObject("ball.x",1);
dbSetObject(1,1,1,0);
dbScaleObject(1,60,60,60);
dbLoadObject("box.x",2);
dbSetObject(2,1,1,0);
int rot=0;
while ( LoopGDK ( ) )
{
dbRotateObject(1,rot,rot,rot);
dbRotateObject(2,rot,360-rot,rot);
rot=dbWrapValue(rot++);
dbSync ( );
}
return;
}
Attached is the project with the .png files and the .x files.
If anyone has any suggestions then thankyou...
Warning! May contain Nuts!