Game Development Community

Appling a Material to a bitmap used in a GUI

by Anthony Rosenbaum · in Torque 3D Professional · 04/02/2010 (9:08 am) · 6 replies

I was a wondering if I can take advanatage of the glow and animated shader FX is 'any' existing texture.

example

new Material(targetedIcon)
{
   mapTo = "RET_missile_marker_red";
   diffuseMap[0] = "RET_missile_marker_red";
   glow[0] = "1";
   emissive[0] = "1";
   translucent = "1";
   translucentZWrite = "1";
   alphaRef = "20";

};

The file RET_missile_marker_red.png is used in a custom GUI which renders with the drawBitmap() method, but this shader doesn't affect the rendering.

What might I be missing?


#1
04/02/2010 (10:19 am)
I too would be interested in knowing this. If you follow the calls in drawBitmap it finally ends in drawBitmapStretchSR where there is a call to mDevice->setupGenericShaders. I think that call might be preventing the material from working, but I am not 100% sure.
#2
04/02/2010 (10:22 am)
Just found what looks like a good example of how to make it work in guiMaterialCtrl.cpp. Look at the onRender function.
#3
06/10/2010 (12:22 pm)
Logged TQA-340
#4
08/02/2010 (5:06 pm)
Fixed in 1.1 Beta 2
#5
08/02/2010 (5:10 pm)
Can't wait to see this one in action.
#6
08/22/2010 (8:29 am)
sweet!