Closed postm1 closed 2 years ago
Transparency is not currently implemented for singular VOBs. (static and skeletal mesh VOBs) We'd have to implement that separately. like for the NPC Ghost flag, which is just a skeletal mesh VOB with a set transparency of (default)0.3f
Added:
If we get this done, the Union plugin zCleanupCamSpace
will start to work with the renderer.
Maaaaybe we can get @SaiyansKing to implement this...?
Yes, I send it to him ;)
Hi, is there a way to add alpha for vobs dynamically?
I mean, in the Union (C++) code I change values for a vob: vob->visualAlphaEnabled = true and vob->visualAlpha = 0.1f and that vob is rendered transparently. Is that possible? Where does dx11 get vobs for render? Or you can export a function which sets alpha for certain vob in dx11.