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:
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
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
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#2
08/24/2006 (8:05 pm)
Thanks Josh! I didn't even realize there were seperate TSE private forums...
Torque Owner Josh Moore