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  1. Like the Title says: I would like a game object (one) to become transparent only if another game object (two) is fully covered by the first object (one). What would be the best way about doing this? Thanks!
  2. In a game I am developing there is an odd issue where rotating the player character the water plane looses it's transparent state completely going opaque but only on a specific heading or the same heading facing the opposite direction, it only happens at a very small degree, you turn slightly and it goes back to transparent. How is rotating an object (which happens to be the player in this case) affect transparency only while facing in a specific direction when the object has nothing to do with the plane (except when the player moves the plane moves but it doesn't effect rotation or do anyth
  3. Hello guys, I have troubles with showing shapes that have an opacity < 1 and which are behind a sprite that also has an opacity < 1. I attach a screenshot and here the playground As you can see the shapes behind the sprite disappear I tried differents options with material's shape such as : forceDepthWrite needDepthPrePass separateCullingPass zOffset But nothing works, and on the Sprite side we don't have a lot of parameters to play with. I wonder if it's not due to a kind of optimization of babylon to not drop down the render.
  4. Good afternoon. Today I was given a glb of an engine part. The artist added a cutout texture to the model. When I load it into my BJS scene, the engine has a transparent/ghost-like appearance. I thought adding backfaceCulling = false and hasAlpha = true would solve this but no luck. Here's my code below: var myEngine = BABYLON.SceneLoader.ImportMesh("", "models/", "2.glb", scene, function (newMeshes) { myEngine = newMeshes[0]; myEngine.material.backFaceCulling = false; myEngine.material.hasAlpha = true; }); Do I have to create a new mater
  5. The new GlowLayer doesn't seem to work when an opacityTexture is applied to a mesh that also has an emissiveColor. See PG https://www.babylonjs-playground.com/#ID4XRY When opacityTexture is commented out then the glow returns. Is this a bug or just a limitation of the technology at present? Or have I missed something?
  6. Hi Folks, I am looking for the source code about sorting transparent meshes by depth. Where can I find it? I cannot find it..
  7. Hi, When I create a cube in Blender scene, add alpha transparency, then export it as *.babylon file - cube has extra diagonals, which badly affects how transparent cube looks. How they can be removed?
  8. Hello. When I try to use png with transparency it has a very thin line where the image ends. You can see in the following example the texture has a thin grey line on the bottom side but the actual png image is completely transparent at these pixels. It might not be visible at first glance, but make the viewport of the Playground bigger and you should notice it. The line shows up on both chrome and firefox but is more visible with chrome. https://playground.babylonjs.com/#AMU9TG#1
  9. Hey guys, is it possible to select a sprite (via actionManager or scene.pickSprite, whatever) so the sprite transparency is taken into account? For example, in this playground the sprite is a circle: https://www.babylonjs-playground.com/#PVYYAQ , but it is clickable on the invisible corners of the square image. Is there any way to avoid that? Thanks,
  10. Hi ladies and Gentlemen, Here comes a new feature in the FacetData pack. As you may know, for performance reasons, the facets of a given mesh are always drawn in the same order. This comes to visual issues when the mesh is transparent and is no longer oriented in the right place from the camera : http://playground.babylonjs.com/#FWKUY0 This new feature solves the self transparency issue by sorting the mesh facets from some location (the camera position by default) just before drawing them. The mesh is required to be updatable. The depth sort is done on each call to
  11. As you know, the SPS is a standard mesh. Applying the transparency to a standard mesh leads to well-known issues ... not when visualizing other opaque or transparent meshes through this current transparent mesh, but when visualizing some parts of this transparent mesh through itself. Indeed, when passing the mesh geometry to the GPU, this one draws the mesh in the order the mesh facets are sorted in the indices array : first triangle, second one, etc ... whatever the position of the camera. The shader only respects the geometry order and this geometry is fixed. As the SPS is a standa
  12. Is it possible with or without pixi.js to calculate the number of transparent or solid pixels for a given x/y position? My use case is that I have random trees and I want to calculate the width of their trunk at the base of the tree.
  13. Hey Folks! In our scene we have some images with transparency on quads. The transparency is just used to mask the silhouettes of the image, so we have no larger half- transparent areas. So far we used the default shader for this, which produced nice silhouettes. All these Objekt are registered in a shadow generator from which we extract the shadow map an pass it in a custom shader. After writing our own shader for the images we ran into a problem: The shadow generator now only takes the quad into account, not the transparency of the image. Therefor the shadows of
  14. Does the PBR material have an Alpha Map Texture?
  15. Hi there, Is there any kind of renderer.sortObjects() or renderer.depthTest() like other frameworks have? I have several transparent objects (alpha < 1.0) on the scene and sometimes renderer behaves glitchy (please see attachment). Theoretically, could write a function for sorting meshes by a distance to camera and set .alphaIndex, but it doesn't solve the problem with self-intersection like frame does c) & b). Babylon.JS 3.01, materials are PBRMaterial() with .disableDepthWrite = false and .alphaMode = 2. Any ideas? Thanks in advance!
  16. Does anyone know why the edges of my transparent texture have red lines on it? Is there a way to prevent it from happening? https://www.babylonjs-playground.com/#YTHP9D
  17. I'd like to tint a model to black with a certain amount of transparency, let's say 60%, in a way that you'll be able to see the model's texture beneath the black tint, at 40% clarity. I created a material with black diffuse color, and applied it to the model's meshes. It is pitch black though, is there a way to make it only 60% tinted? http://www.babylonjs-playground.com/#1SVN3I#57
  18. I noticed that decals can be transparent in places but they are either 100% transparent in a pixel or 0%. I would like to have "soft" edges on my decals and also be able to only slightly color the underlying object. So a 50% transparency decal for example, or a decal with different values for the alpha channel. Is there any way to accomplish this? I tried setting visibility to 0.5 on the decal, but this breaks it (it's rendered transparent.. but as a square instead of the texture). Example here (line 38 breaks it): http://www.babylonjs-playground.com/#1BAPR
  19. Hi! So I'm ultimately trying to pick some meshes with textures that have transparency, but when they overlap, the transparent parts of the mesh still get picked. Playground: http://www.babylonjs-playground.com/#1UCP5L If you open up the console in the playground and click the 2 black circles in the center of the overlapping "impact" textures, you'll notice that it always picks the 1st texture (although you're clicking on 2 separate "visible" textures if you take transparency into account). I thought perhaps I could test to see if the texture color at the UV coordinates of
  20. I have this code to add a rectangle in phaser and works fine but it fills with a solid color and i want some transparency in my poly. Is that possible? poly = new Phaser.Polygon(p_1, p_2, p_3, p_4); graphics = game.add.graphics(0, 0); graphics.beginFill(0xFF33ff); graphics.drawPolygon(poly.points); graphics.endFill();
  21. Hey guys, just wondering if there's a way to set the transparency of a Text2D object (or a ScreenSpaceCanvas2D object) after it has been created? I'm assuming this functionality is somewhere but I can't find it or figure it out.
  22. Hi, I don't know how to describe or if it's the right term in the title.... I'm importing a kinematic model/hierarchy from blender (mesh with multiple submeshes) and have to change the transparency of the whole mesh. My problem is that the meshes are partially overlapping. Here is a simple playground: http://www.babylonjs-playground.com/#NL9YJ#1 I think it's self-explanatory. Is it possible to make Babylon use the distance vertex-camera for alpha blending and not the distance center-camera?
  23. I notice that when I use the FxaaPostProcess my scene retains its alpha transparancy. This is important because I am overlaying my scene over a background image behind the canvas. When I use the ColorCorrectionPostProcess the background becomes black. Does anyone have a way around this? If I insert my background into the scene it will either move with the camera or be affected by the ColorCorrectionPostProcess which I do not want.
  24. Hi, I don't exactly know how the _gl.clear function works, but I would like that each frame to be redrawn ontop the former one on a transparent background. This would make each moving mesh let some kind of trace on the screen. What I did : http://www.babylonjs-playground.com/#DC40G Look at the line 4, I just set a clear color as a Color4 with an alpha value lower than 1. Now, I set the scene autoClear property to false : http://www.babylonjs-playground.com/#DC40G#1 Well, something happens, but not what I expected ... Does someone know how to achieve what I wanted then ? an
  25. Linesmesh does not seem to have semitransparant option. It is shown or it is invisible. (LinesMesh.visibility = 0.5 has no effect). I have unsucessfully with animated visibility nor with material.alpha. Animation itself works. How do I make it smooth fade from visible to invisible ?
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