I see where you can set the alpha value during creation of a mesh:
#<VERTEX1TEXTURE>pVB.diffuseColor = RGBA(255,255,255,255)
I see commands for setting how the alpha blending is done:
ball.EnableAlpha(TRUE)
ball.SetAlphaOp(D3DBLENDOP_MAX)
ball.SetAlphaSource(D3DBLEND_SRCCOLOR)
ball.SetAlphaDest(D3DBLEND_INVSRCCOLOR)
How does one adjust the alpha value on an already made mesh?
For example to gradually fade out the image.
Do you have to lock vertex buffers and do this stuff again:
#<VERTEX1TEXTURE>pVB.diffuseColor = RGBA(255,255,255,128)
It would be nice to be able to just do:
mesh.SetAlpha(255)
Maybe someone has made a function to do this for any passed mesh:
sub SetAlpha(temp as C3DMesh)
Use a material and set the diffuse alpha component.
ret.SetAlphaArg1(0, D3DTA_DIFFUSE)
ret.SetAlphaOperation(0, D3DTOP_SELECTARG1)
Paul.
Thanks for the reply.
(Now I know why I usually work in 2D :P )
Is this Guilect from Brutus2D?
Yes. :)
Cool!