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    Material preview transparency

    SDK Help
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    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 02/01/2007 at 04:32, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   9.6 
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      Hello,

      I'm developing a custom material and I'm having some issues displaying its texture in C4D viewport: within InitGLImage method, despite the destination bmp has an alpha channel (I add one and fill it), the transparency is only displayed in the editor when I switch to OpenGL shading mode. However, the SDK documentation points out it should work in software mode as well

      any idea about what may be failing? thanks in advance 🙂

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      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 05/01/2007 at 04:30, xxxxxxxx wrote:

        It doesn´t say that Software mode supports alpha! 😉 Maybe only OGL mode offers alpha display of it.

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        • H
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 05/01/2007 at 04:37, xxxxxxxx wrote:

          damn, right, I probably misread it and assumed since both modes support bitmaps, both do support their alpha channel... well, actually from my tests I gathered that alpha is only displayed in OpenGL mode ;-(

          cheers

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          • H
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 05/01/2007 at 04:41, xxxxxxxx wrote:

            yep, seems to be the case. 😕

            Is it really necessary that you use the InitGLImage function? You could also draw in your Draw method. There you could use SetTransparency(-(0 - 255)) and this should work both in OGL and Software.

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            • H
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 05/01/2007 at 04:51, xxxxxxxx wrote:

              Hmmmm, Its not a bad idea itself, but what i'm displaying in the InitGLImage is an approximation (mainly the diffuse chanel texture) of the appereance of my material which is way slow to calculate.

              I'm using InitGLImage function because of being straightforward, however seems that I would have to texture the 3D object myself in case of using Draw instead? this method seems to be better suited for drawing GUIs or logos overlapped in the editor or am I misunderstanding it?

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              • H
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 05/01/2007 at 08:35, xxxxxxxx wrote:

                ah well, no I think for this purpose, InitGLImage would be more appropriate. 🙂 You understand it correctly. I just didn´t know what you needed exactly.

                So, I just thought that maybe InitGLImage is buggy in Softwawre mode? Might be, as in other areas in the SDK the docs clearly state when alphas are not supported, so the dev could assume that it does work in all supported cases. And when it doesn´t...a job for a betatester if you have one. 🙂

                Let him check if the alpha works for him.

                good luck

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                • H
                  Helper
                  last edited by

                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                  On 05/01/2007 at 08:40, xxxxxxxx wrote:

                  lol you're right, in my case I'm my own betatester in most cases but I just wanted to confirm what I've observed, and make sure it was not an error of mine 🙂

                  thanks for your comments!

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