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Forum: General Topic: DirectX8 + Alpha Channels |
| Jonny9797 |
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Posted: Sat Jan 26, 2008 1:47 am
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Replies: 54 Views: 23005
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| you just have to decrease the RGB values of every light Yeah, that it how I was doing it. By the way, if anyone is interested in doing some dynamic lighting in DX8 + VB6 without removing the TLVertex, check this out: Optimized vbGORE implementation: http://www.vbgore.com/forums/viewtopic.php?t=6258... |
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Forum: General Topic: DirectX8 + Alpha Channels |
| Jonny9797 |
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Posted: Fri Jan 25, 2008 10:17 pm
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Replies: 54 Views: 23005
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| I have no experience in DX8 at all. I literally spent 3 hours converting the other day because I wanted to work with those tiles I have, which are full of alpha channels. I was basically just ripping out parts of the old DX8 engine Kenko and I worked on for NarutoRealm. Luckily I'm a fast learner, ... |
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Forum: General Topic: DirectX8 + Alpha Channels |
| Jonny9797 |
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Posted: Fri Jan 25, 2008 12:16 pm
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Replies: 54 Views: 23005
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| I myself have spent the last week working with DirectX 8 and am almost finished converting my engine. Since you (Robin and Spodi) have done so already, I have a few questions if you don't mind: - Why you you have D3DRS_LIGHTING turned on in that screenshot? I was under the impression that is was use... |
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