Game Development Community

SetBitmapModulation not working in TSE

by Stephane Conde · in Torque Game Engine · 08/24/2006 (6:48 pm) · 3 replies

In TGE, doing the following:

dglSetBitmapModulation(ColorF(1.0f, 1.0f, 1.0f, someAlphaValue));

just before using one of the draw functions (dglDrawBitmapStretch, for example) would allow you to fade out your texture.

In TSE, for some reason, that functionality does not work. You can use the RGB values to modulate red, green and blue, but modifying the alpha value does not seem to do anything in TSE.

It looks like the mBitmapModulation value in TSE is being used in the drawBitmapStretchSR function. drawBitmapStretchSR uses mBitmapModulation to set the four vertex colors before they are sent off to be rendered... but it seems like the alpha value is being ignored.

Does anyone have any ideas about why this may be happening? Any insight you might be able to provide would be greatly appreciated.

Thanks,

Stephane

Edit: Grammar

#1
08/24/2006 (7:50 pm)
This should probably be in the private TSE forums.
#2
08/24/2006 (8:05 pm)
Thanks Josh! I didn't even realize there were seperate TSE private forums...
#3
08/24/2006 (8:20 pm)
This has now been posted in the correct forum (here) so this thread can now be deleted