Re: Lights and Alpha

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Hey, not a problem.
Shadows are like collision: there are many ways of doing it. I've never done
it, but if needed, I'd try using some transformation of the object to
simulate its shadow.

The multimonitor task: you'll need two videocards for it. If so, you can
create two Direct3D Devices, one for each, and draw whatever you want in
each. This way, I think you won't have big problems showing different things
in both devices.

"Iain" wrote:

> > Ok, let's make things clear: what is the final result you want to achieve
> > with your code?
> > Alpha blending operations use the background color (a texture, or the color
> > of the background itself) AND the object color. Maybe the unwanted effect is
> > caused by the ambient color you've set for the materials. What I understood
> > is that you want a texture quad in the background and a rotating cylinder in
> > front of it, being the cylinder translucent. Is it correct? Describe your
> > objective and we can figure it out in DirectX managed code.
>
> Again, thank you for your continued help.
>
> I have learned 3 things!
>
> 1. Even a textured mesh / quad needs a material set if it is to correctly
> reflect light.
> 2. I suspect I have been applying world transforms before setting the light
> direction which (with some fluffiness in my interpretation of directions)
> is responsible for some of my confusion.
> 3. If you are drawing transparent tectures you need to draw them in reverse
> Z Order - the ones at the back first (thanks to ZMan in a nearby post).
>
> I've not yet applied these lessons back into my app, but I'm sure that
> there will be no problems.
>
> I'm left with TWO issues right now. A hard one (I think) and a less hard
> one.
>
> The application is meant to display messages on a large screen. The
> messages themselves will be selected on a small screen and there will be
> various means for editing an ordering them. There will also be a preview
> of what is happening on the big screen.
>
> So I need a straightfoward C#app running on a secondary display which has a
> D3D window running with some animation. At the same time the animation
> should be rendering on the primary display in full screen mode.
>
> In a pinch, I might get away with the full screen running in a window,
> though I'm not entirely happy with that.
>
> So Full and windowed operation on a multimonitor PC in a managed
> application is (what I think) is the hard one.
>
> THe other one is easier. I was naively expecting shadows from the lights.
> Ha! Silly me. I've found some stuff on shadows in unmanged (though I've
> not looked in detail), but there's not much about shadows in unmanaged.
> THis one is for a future project so it's less important.
>
> So that's where I am. Thanks for your patience.
>
>
>
> Iain
> --
> Iain Downs (DirectShow MVP)
> Commercial Software Therapist
> www.idcl.co.uk
>
.



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