Ambiera Forum

Discussions, Help and Support.

Ambiera Forum > CopperCube > Feature requests and bug reports
underwater alpha rendering graphics bug

hadoken
Guest
Quote
2023-07-29 13:09:02

scene objects with solid material are normally visible underwater at water surface semitransparent alpha values < 1

while scene objects with trans_alphach material are not rendered correctly and keep invisible underwater

poor workaround: use alpha material 14 (deactivated alpha render order) with disadvantage of loosing alpha gradients feature ...

Any better workarounds?


hadoken
Guest
Quote
2023-07-29 15:40:23

🔎︎



hadoken
Guest
Quote
2023-07-29 15:49:50

experience the issue under DirectX as well as with OpenGL

simple test scene from screeshot:

https://www.dropbox.com/scl/fi/t...


just_in_case
Moderator
Quote
2023-08-17 14:11:46

For now only mat type 14, renders the transparent object order independent, you can however create custom shader, or use the param1 properties in irrlicht for mat type14. and this is not just an issue with below water issue. It wil happen when you have multiple transparent objects rendering over each other as well.

Also this might happen if your water surface "Pivot point" is not on the screen, otherwise it will sometime just work fine with normal alpha as well because of rendering order.

I think the workaround for it will be a custom shader for water surface or for the objects transparency. Otherwise you can adjust the alpha of mat type 14 to get rid of sharp edges by changing the "Param1" value in irrlicht properties.


Create reply:


Posted by: (you are not logged in)


Enter the missing letter in: "Internat?onal" (you are not logged in)


Text:

 

  

Possible Codes


Feature Code
Link [url] www.example.com [/url]
Bold [b]bold text[/b]
Image [img]http://www.example.com/image.jpg[/img]
Quote [quote]quoted text[/quote]
Code [code]source code[/code]

Emoticons


   






Copyright© Ambiera e.U. all rights reserved.
Privacy Policy | Terms and Conditions | Imprint | Contact