Path: chuka.playstation.co.uk!news From: Andrew Partington Newsgroups: scee.yaroze.freetalk.english Subject: Transparency and TMDs Date: Wed, 10 Sep 2003 01:56:04 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 31 Message-ID: NNTP-Posting-Host: public2-ward1-6-cust140.manc.broadband.ntl.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.4) Gecko/20030624 X-Accept-Language: en-us, en Hi All Does anyone know if its possible to get the same degree of control over transparencies with TMDs as it is with GsSPRITE and GsBOXF? I've been reading some of the posts in s.y.p.3d_graphics, some people say that the attribute in GsDOBJ2 has some undocumented bits at 29-28 to control the type of transparency, others say that it isn't possible and you need to use a texture instead. I've tried the so-called undocumented bits, but they don't seem to do much (then again i'm viewing through a cheap capture card, so I can't really tell TBH - I do know they don't look as good as the 2D versions though) Thing is, i'd like additive mixing in this case - i've written a 3D (well, 2.5D anyway) version of my explosion routine - but without being able to set the same kind of transparency I had when using GsBOXF it looks nowhere near as good - and i'm not sure that using a texture would compensate if you need to blend the particles with each other. On a related note - is there a TMD primitive for GsBOXF? I'm currently using plain TMD_F4N for particles, it would be nice not to have n * 4 vertices for each particle, since I have to move each one - it would have been nice if the pointer to GsCOORDINATE2 was in TMD_OBJ instead of GsDOBJ2, then you could use the last parameter of GsLinkObject4() in a more sane way (well, maybe). Cheers, Andy P