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Posted

Hi!

Since I didn't get any answers on my previous topic (LINK) and I've been stuck on this for several days, I'm posting under the General Discussion instead.

And the questions are probably more aimed to Josh since no one have been able to answer.

 

1. Since it's not recommended to use buffers smaller than 64x64, how would I go ahead and create a texture smaller than 64x64 and render to it? (I used buffers before)

2. Is it possible to clear a buffer so that it's transparent instead of white? And if so: how?

 

Thanks.

Core2Duo, 3.33GHz, Radeon HD 5850 Black Edition, 4GB RAM, 4 TB HDD, Windows 7.

Core2Duo, 2.00GHz, Geforce 9500m, 4GB RAM, 320 GB HDD, Windows 7.

Posted

1. Not recommended probably means it won't run on all cards, but nothing runs on all cards anyway. You could check if the card support smaller than 64x64 textures, and if not, then just render it on a 64x64 texture and scale the image smaller on screen.

2. Transparency works with any color, you just need to set the alpha value.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

Posted

Okey, Thanks Lumooja.

But the problem with using buffer smaller than 64x64 is this: LINK. Any way to solve this?

I've tried clearing the buffer with the alpha set to 0, but it still won't be transparent.

Core2Duo, 3.33GHz, Radeon HD 5850 Black Edition, 4GB RAM, 4 TB HDD, Windows 7.

Core2Duo, 2.00GHz, Geforce 9500m, 4GB RAM, 320 GB HDD, Windows 7.

Posted

The error that is thrown is an OpenGL error. A 2x2 buffer might be okay. A 2x1 buffer is apparently not.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

Okiedokie, Thanks Josh.

What about the transparency issue then?

I just can't get a buffer to be cleared into "nothing"/transparency.

Core2Duo, 3.33GHz, Radeon HD 5850 Black Edition, 4GB RAM, 4 TB HDD, Windows 7.

Core2Duo, 2.00GHz, Geforce 9500m, 4GB RAM, 320 GB HDD, Windows 7.

Posted

Since I'm using buffers to do a Render to Texture routine it would be like masked, if you create an image in Photoshop with a transparent background and then you can paint whatever you want on it, and the areas you haven't touched will be transparent :)

Core2Duo, 3.33GHz, Radeon HD 5850 Black Edition, 4GB RAM, 4 TB HDD, Windows 7.

Core2Duo, 2.00GHz, Geforce 9500m, 4GB RAM, 320 GB HDD, Windows 7.

Posted

Just set the alpha value of the color to 0. You need also to SetBlend(BLEND_ALPHA), else transparency is not used with DrawImage.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

Posted

I've tried that already, Doesn't seem to do the trick! :S

 

Local Buffer:TBuffer = CreateBuffer( W, H, BUFFER_COLOR )
SetBuffer( Buffer )
SetColor( Vec4( 1, 1, 1, 0 ) )
ClearBuffer()
SetColor( Vec4( 1 ) )

 

SetColor( Vec4( 1, 1, 1, 0 ) )
Local Buffer:TBuffer = CreateBuffer( W, H, BUFFER_COLOR )
SetBuffer( Buffer )
ClearBuffer()
SetColor( Vec4( 1 ) )

 

Tried both of these without any change :)

Core2Duo, 3.33GHz, Radeon HD 5850 Black Edition, 4GB RAM, 4 TB HDD, Windows 7.

Core2Duo, 2.00GHz, Geforce 9500m, 4GB RAM, 320 GB HDD, Windows 7.

Posted

How would you tell any change? Where is your code that displays the result? I use this approach for rendering billboard textures.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

Gah, Found the problem.

Was on my end all along :)

Thanks for the quick response now! I got it all solved! :D

Core2Duo, 3.33GHz, Radeon HD 5850 Black Edition, 4GB RAM, 4 TB HDD, Windows 7.

Core2Duo, 2.00GHz, Geforce 9500m, 4GB RAM, 320 GB HDD, Windows 7.

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