Anyone got am HLSL or GLSL version of the Irrlicht standard transparency shader function, or is it fixed pipeline?
When I use alpha transparency on models it works, but there are lines visible in the transparent area that do not appear with the Irrlicht default transparent shader selection.
Irrlich shader handling transparency
Re: Irrlich shader handling transparency
Irrlicht has no "transparent" shader, it sets the OpenGL/DX state. See Example 10.
Re: Irrlich shader handling transparency
So this is the default pipe state, that also handles a light reflection?
Re: Irrlich shader handling transparency
The OpenGL state is not restricted to the fixed-function pipeline. If you set blending (glEnable(GL_BLEND)) and configure the blend function, whatever you then render will be blended with the render target. Regardless if you use shaders or fixed-function. Light reflection is a separate matter and I didn't think Irrlicht handled it. Maybe this is not what you meant, though, as I'm sure you have to handle reflection yourself.
Re: Irrlich shader handling transparency
I guess that explains it. If I use my shader with alpha, the light reflections also get reduced because they are part of the RGB that gets alpha´d.
If I use a glass shader, then I have the overhead of rendering that part of the scene to a texture, and blending in the shader.
I guess there is no low-cost way to add reflections to the transparency.
If I use a glass shader, then I have the overhead of rendering that part of the scene to a texture, and blending in the shader.
I guess there is no low-cost way to add reflections to the transparency.
Re: Irrlich shader handling transparency
Just render the node twice.