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need something like mat_near #58496
11/06/05 22:25
11/06/05 22:25
Joined: Dec 2000
Posts: 4,608
mk_1 Offline OP

Expert
mk_1  Offline OP

Expert

Joined: Dec 2000
Posts: 4,608
Code:
technique test	{
pass p0 {
TextureFactor = 0xFFDD00; // Set color
ColorArg1[0] = TFactor;
ColorOp[0] = SelectArg1;
ZWRITEENABLE = TRUE;
ZFUNC=ALWAYS ;
}
}



This is what I've got. A model is colored yellow. It shall be rendered above ANY mesh and geometry. Right now it's just rendered above level geometry but not models and terrain I don't know why and how to change it. Logic tells me I need something like "write 99999 (or whatever) into z-buffer" but this isn't possible is it? I don't want to use view entities because this needs to be dynamic and I don't want to declare 50 or more view entities (uh performance?). Is it possible to draw above everything in the view (except panels etc. of course)?


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Re: need something like mat_near [Re: mk_1] #58497
11/07/05 14:19
11/07/05 14:19
Joined: Mar 2003
Posts: 569
FRAJO Offline
User
FRAJO  Offline
User

Joined: Mar 2003
Posts: 569
Try FillMode or CullMode (0/1/2/3). Dont know which of the two.


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Re: need something like mat_near [Re: FRAJO] #58498
11/07/05 17:37
11/07/05 17:37
Joined: Mar 2004
Posts: 1,201
Switzerland, Baselland
Bird Offline
Senior Developer
Bird  Offline
Senior Developer

Joined: Mar 2004
Posts: 1,201
Switzerland, Baselland
i found this material in one of my skripts (isn't made by me):

material mat_near
{
effect="
technique test
{ pass p0
{
ZWRITEENABLE =TRUE;
ZFUNC=ALWAYS ;
}
}
";
}


if i remember right, you have to set the model transparent, to make it work (alpha can still be 100)


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Re: need something like mat_near [Re: Bird] #58499
11/07/05 21:20
11/07/05 21:20
Joined: Dec 2000
Posts: 4,608
mk_1 Offline OP

Expert
mk_1  Offline OP

Expert

Joined: Dec 2000
Posts: 4,608
Compare it to my effect.

This works indeed, but only for geometry. Sprites are rendered after the models and are still in front of my model.


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Re: need something like mat_near [Re: mk_1] #58500
11/08/05 14:35
11/08/05 14:35
Joined: Mar 2003
Posts: 569
FRAJO Offline
User
FRAJO  Offline
User

Joined: Mar 2003
Posts: 569
Hab das Material von Bird getestet und folgendes festgestellt:

Die Models werden auch VOR der levelgeometrie dargestellt. ABER nur wenn sie
nicht durch den BSP tree weggecullt werden. Wenn die engine sie nicht zeichen
muss, wird das material auch gar nicht ausgeführt.


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