Re: how to emulate the invisibility effect
From: Phil Taylor (ptaylor_at_private-citizen.com)
Date: 10/28/04
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- In reply to: randomize user: "Re: how to emulate the invisibility effect"
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Date: Thu, 28 Oct 2004 12:01:46 -0700
true your way is better unless there is some other constraint, so a 2nd
choice would be to draw with transparency.
"randomize user" <no@way.com> wrote in message
news:VC8gd.121$he4.21@newsfe6-win.ntli.net...
>
> "Phil Taylor" <ptaylor@private-citizen.com> wrote in message
> news:%23luPUNQvEHA.2536@TK2MSFTNGP11.phx.gbl...
>> or make it transparent with alpha.
>>
>
> yeah - but wouldn't that be more difficult for the OP who is needing to
> ask
> these questions? Also would it affect performance to use alpha instead of
> not drawing (I would think, obviously yes) - though I guess for a
> "Warehouse
> simulation" it probably doesn't need the same kind of fine tuning that a
> game would. I use the draw/no draw system (flags) all the time and it is
> so
> simple, just though the OP would apreciate an quick and easy method,
> though
> of course it depends on how the rest of is code is already structured and
> if
> it is indeed "simple" to just block a call to ->drawprimitive etc.
>
> The post did throw me a little as the title suggested an "effect" such as
> transparency (ie with refraction for instance), but the body of the post
> seemed to ask simply how not to draw something. If it was the former then
> yes - the way I posted would be useless ;)
>
>
>
>
>
- Previous message: Sean Cavanaugh: "Re: Typo, should read: GetFrontBufferData is terribly slow, any ideas?"
- In reply to: randomize user: "Re: how to emulate the invisibility effect"
- Messages sorted by: [ date ] [ thread ]
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