Thanks for these quick answers. I tried to put the csfx call* at the
end of Simple::Frame(), but the result is the same.

Tried also inside a FinishFrame() overload, but the only event
launched in the main loop is FrameEvent, hence FinishFrame() is never
called (checked with breakpoints). Am I missing something?

*the call :
  iMaterialWrapper* tm = engine->GetMaterialList ()->FindByName ("stone");
  csfxFadeTo (g3d, tm->GetMaterial()->GetTexture(), .5f);

-
Christophe

> ------------------------------
>
> Message: 2
> Date: Wed, 18 Apr 2012 10:07:12 +0200
> From: Jorrit Tyberghein <[email protected]>
> Subject: Re: [CsMain] csfxFadeTo() behind the meshes
> To: CS developers and users list <[email protected]>
> Message-ID:
>       <caa49vvjjalwx92y6ug0kbwahabuak-kfd-pqfbc50e-yv5z...@mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> I'm guessing you are drawing the texture at the wrong time. But without
> seeing
> source code it is hard to judge.
>
> Greetings,
> ------------------------------ Message: 4 Date: Wed, 18 Apr 2012 10:12:16 
> +0200 From: "res" <[email protected]> Subject: Re: [CsMain] csfxFadeTo() behind 
> the meshes To: CS developers and users list 
> <[email protected]>, [email protected] 
> Message-ID: <[email protected]> Content-Type: text/plain; 
> charset="utf-8"
>> > Hello Crystalspace team,
>> > For a game, I need to display an overlay texture above everything else
>> > on the screen, with variable opacity. I found the function csfxFadeTo()
>> > in walktest (F6 command). I wanted to try it in a minimal code example,
>> > so took the Simple1 tuto. It works well, the texture is actually
>> > displayed, but unlike in walktest :
>> >
>> > - this csfxFadeTo() texture is on the background (I mean behind all
>> > meshes) instead of the foreground. Any idea on how to set it above any
>> > mesh? Or maybe some advice about another way for such overlay feature?
> When do you call the csfx function? It almost sounds like you're drawing it 
> _before_ the 3D scene. The drawing by the csfx function itself has depth 
> buffer interaction disabled, so ?3D scene drawn after? is right now the best 
> explanation I can think of. -f.r.

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