Woo took a while to get vertex transparency working in both blender's preview and godot but there it is
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Woo took a while to get vertex transparency working in both blender's preview and godot but there it is
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Natasha Nox πΊπ¦π΅πΈreplied to Alfred last edited by [email protected]
@alfred Neat! What's the difference to the transparency you can set in Godot via materials? I'm new to all of this. From what I see the most straight-forward approach I know would've been to duplicate the object, one scaled up with transparency applied and its location vector being continuously compared and set equal to the smaller one in the process() function.
I can see how that's probably a hellishly bad and noob'ish approach though.
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Alfredreplied to Natasha Nox πΊπ¦π΅πΈ last edited by
@Natanox Hi! Yeah it's pretty much the same as that! In general it's good to have as few unique materials as you can, so if I was setting different transparency on different objects I would end up with lots of unique materials. This way the transparency is stored in the surface's vertex data and I only have two unique materials in the project, one for opaque objects and one for transparent ones.
This *may* be premature optimization, but I would like the game to run nicely on low-end hardware!
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Natasha Nox πΊπ¦π΅πΈreplied to Alfred last edited by [email protected]
@alfred Always good to do it right the first time. :blahaj:
Not every game has to be Yandere Simulator*.*That game quite literally is a single enormous if; elif; else loop.
Edit:
I'm curious though, how did you solve it? My first assumption would be to use multiple ARGB values and a vector offset, I've never tried something like this before though.