Game Development Community

D3D/OpenGL rendering difference

by Wesley Howe · in Torque Game Engine Advanced · 11/25/2007 (9:11 pm) · 2 replies

I started out with TGE, and then went ahead and upgraded to TGEA.
As part of my 'gotta learn torquespeak' effort, I tried starting a project built from the TGE MinApp - Tutorial 1.
With a small effort, I managed to figure out where to change the renderer to D3D from the OpenGL that had been specified. TGEA does not support OpenGL, fair enough.
While the mini app now runs, the rendering is not right.

The original (TGE) renders like this: img514.imageshack.us/img514/2111/20071125230721zw8.png

The D3D version looks like this: img90.imageshack.us/my.php?image=20071125225514np9.png

So, can anyone provide a clue as to why D3D in TGEA cannot render the alpha parts properly?

<* Wes *>

#1
11/26/2007 (1:19 am)
Most likely because you did not set the material to be alpha.

TGEA has material properties for alpha that are used and if they are not present, something is not alphaed at all even if it has alpha in the texture.
#2
11/26/2007 (7:46 am)
Thank you. That makes a lot of sense. I should have thought that with shaders the material definition would have to be more extensive.

Not that I can find a material definition. The base texture seems to be a part of a GuiBitmapCtrl() object. At any rate, I have something to look for now.

<* Wes *>