Search the Community

Showing results for tags 'transparent'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 19 results

  1. Hello, I'm new in babylonjs and i develop a game viewer with server (with But for few days, i have a problem. I use dynamic textures for my textures because i want to modify textures without recreating them. I can't use playground because my code depend of a server and nothing will appear in playground without the server. I will take screen and i have a little idea of the source of problem. When i use texture.clear(), i have the texture that i want but with a black background (i want a transparent background). When i don't use texture.clear, the background is transparent but the image is not perfect. Thank's for your attention Ps: Sorry for language mistakes, i'm french.
  2. klaude

    alphaIndex occurs depth problem.

    Hello, I have to control depth of meshes with alphaIndex in my situation. but when meshes are over 10, rendering gets strange. need your help. thanks.
  3. Hi, I've successfully created a mini map. Now I'm trying to give it a custom opacity value to make it a littler transparent. I did not find any way to do this. Any help would be appreciated. Here is a good starting point for your kind help:
  4. I build a scene and run the following: BABYLON.Tools.CreateScreenshot(engine, scene.activeCamera, 400); The resulting, beautiful 400x400 png is entirely transparent. What could cause this?
  5. Hi, I want to use textures with contain areas which zero alpha. However I see unwanted borders around them. Here is a playground to clarify my problem: Am I doing something wrong? How can I get rid of the border? Edit: Here is the same problem, with a different texture: Many thanks, Cheers, jan
  6. i set scene.clearColor = new BABYLON.Color4(**,**,**,0); it doesn't work.
  7. Hello everyone! I wonder if it is possible to "make objects disappear in the distance", just like a fog but playing with the alpha channel. I've tried this: scene.fogMode = BABYLON.Scene.FOGMODE_LINEAR; scene.fogColor = new BABYLON.Color4(0,0,0,0.00001); scene.fogStart = 30; scene.fogEnd = 70; I expected it to work because if I understood correctly the color with fog is computed like distanceCoef*fogColor + (1-distanceCoef)*originalColor where distanceCoef is between 0 and 1. But it seems like these are treated as Color3 and not Color4. I really need transparency because I don't plan to have a uniform background. Any idea? To test this you can go to, paste the code above somewhere and set the background color to anything. Thank you! EDIT: Added screenshot: here I would like the objects to become transparent in the distance (so appear more and more green), not just black. EDIT 2: I found an example of exactly what I would like, this is a screenshot from a RockBand game, see how the neck disappears in the distance?
  8. Hi All, I am trying to set up a scene with a particle system but was hoping to render it with a transparent background. When I try in Chrome the particle system is clipped to the mesh in a very rough fashion and has some weird discolouration. I have a playground setup here: Is there anything I can do to get this to work in Chrome? It works perfectly in Firefox or IE. Any assistance is greatly appreciated. Thanks
  9. How can I create a PIXI.Container with a transparent background which I can render on top of my main stage container? My goal is it to have 4 layers which contain PIXI.Sprites and PIXI.Texts: layer 1 should be rendered beneath the player layer 2 should be rendered above layer 1 layer 3 should be rendered above the player and above layer 1 and layer 2 layer 4 should be rendered above everything else for debug information In case I can cannot use multiple PIXI.Container then how else could I achieve this effect?
  10. Hi, I'm trying to load a scene that has meshes with transparent textures on them (leaves). Though when I have those meshes cast shadows, it ignores the transparency and the shadow is incorrect. But when I do it with code, it seems to work as intended. Here is a link to my babylon playground: Also, I was having a weird issue with the texture even causing shadows to cast at all, my solution was to put a single black pixel in the upper left and lower left corners of the texture and this caused shadows to show up. Any help is appreciated. Thanks
  11. Hi, I am trying to figure out whats the best way to create an inventory item (which could be an image, sprite or a button) with partial semi-transparent overlay. The idea is that user clicks on (enabled) inventory item, and then clicks on game area which puts that item on game area. That inventory item should be disabled for a specific period of time. What I am thinking is adding grey semi-transparent overlay on a button, which grows from bottom to top proportionally by be time elapsed. When time elapses, button is enabled again and overlay is removed. What's the correct way to do that?
  12. I have some problems with the z-Values of the faces of a cube when using the "hasVertexAlpha" on the mesh of the SPS. The bottom shows even if alpha is set to 1.0. and the other faces dont seem to be correct too. I created a material for the sps mesh and set backface culling to false. I recreated it in the playground : Is this a bug? or am I just doing something wrong?
  13. Hi! I'd like to create material with gradient and transparency effect as show on the image bellow (green, yellow and aqua color circles, everything else is irrelevant). After some searching I found gradient material, but it uses BABYLON.Color3 which doesn't support transparency. How can I achieve desired effect?
  14. Hi, Just wanting some guidance here... I'm new to 3D Web development and Babylon I'm wanting to create a 'room' with objects in it with the arc camera. The room is shaped as a simple 3D rectangle (as you would expect a room to be). When the user looks at the room from a short distance, I'm wanting the walls to be transparent (so the user can see inside the room), however the walls at the very back to be visible. When the camera spins around the room (180 degrees for example), the same thing is to apply. Similarly with the floor and the roof by moving up and down. How can I achieve this? I was thinking of creating the 6 'planes' manually, and then using some maths to set the transparency of each plane individually depending on where the camera is positioned (is this even possible?). Or, is there a type of Mesh best suited to do this? Do i need to turn back culling off? I wasn't able to find anything on this hence my question. Any help would be greatly appreciated.... Thanks, bws.
  15. Hey folks, is there any setting for the shadowgenerator or something else to get a colored shadow through a mesh which's material is colored and has its alpha = 0 < alpha < 1? As I'm getting for forward with our project, there is a roof that concludes glas. And one type is a colored glas. It would be nice if it threw the colored shadow on the wall. Look on the image for more details. Thanks for any adwises. Kevin
  16. Hi guys! One question... the onInputDown event from a button can ignore the transparent color? Thanks in advance, Nicholls
  17. Hello! I am fairly new to the phaser framework. So please excuse my noob ignorance if this is an easy question. I know that adding collision on a object such can be easily done with: game.physics.arcade.collide(gameObject1, gameObject2, collisionCallback, processCallback, context); However when you have an object like this ice spike: You would likely need to define a polygon in order for proper collision detection. Which should theorectically be pretty easy considering it's pretty much a triangle. My question is however... when I get into more unique elements say for example this water: And I want to make only the non-transparent parts collide. Is there an easier way? Is there a way to detect non-transparent pixels as opposed to defining each aspect by hand? Hope this makes sense & thanks so much in advance!
  18. KevinnFtw

    Sprite.tint semi transparent color?

    Edit: Nevermind, was being stupid... because it already multiplies the color I should just use more transparent color codes.
  19. Hello Guys I'm really happy to join you and I started to like the Phaser framework. It is really simple, easy and effective. Anyway, I'm trying to make a mario style game. I faced a small problem with inclined ground parts. An image is attached. I am still new and I started to become really interested,I hope I find it worthy Thank you