Hi again and thanks for the two fading out tips.
I've tried both and they work fine, I' ve only experienced, that sometimes the texture buffers seems to overlap, so I see parts of one buffer in the other. That should not be the problem, I think it depends on my graphic card. But I would have a further question: If one image is loaded it replaces the old one in the buffer. I would like to have a series of images and if I load a new one it is always the one with the biggest contrast in front of hypothetically all the other images, that were already shown but are faded out according to the time that has passed since they popped up. I suppose that the number of texture buffers is limited (apart from the annoying implementation of say 20 buffers that have to be cycled anyway) Is there any kind of three texture buffer solution, combining in the third the actual buffer with the old one defining it as the current old buffer and than loading the new image?
Any piece of advice for a solution to that problem would be great.
Thanks a lot!
Florian
Andres Cabrera wrote:
Hi, or
[pix_image] | [pix_texture2] | [colorRGB] | [alpha] | [rectangle 2 2]
which is ceaper on the cpu. Just manipulate the alpha value.(or all the RGB components).
Cheers, Andres
CK wrote:
I read:
I would like to render images in a gem window and than to fade them out by multiplying the framebuffer by a number smaller that 1. than further images should be rendered and fade out again, and so on.
[pix_image] | [pix_gain] | [pix_texture2] | [rectangle 2 2]
???
HTH
x