Transparency texture

Apr 8, 2009 at 11:39 AM
This engine's features look impressive. I just wonder how one could implement transparent texture? Thanks. Dave.
Apr 9, 2009 at 6:41 AM
Ah, oops! I removed the code that made alpha blending work on 3D objects and forgot to put it back in :P

Well, alpha'ing 3D objects will be in the next release :(

Apr 9, 2009 at 8:06 AM
I uploaded the fixes to SVN just now. If you are using Ox's source code, just do an update :)
Apr 21, 2009 at 5:00 PM
Edited Apr 21, 2009 at 5:01 PM
I am sorry that I still can't use an alpha blend transparent texture with my models, I have tried several times, can you give a demo to show this feature?
Thanks ~~
Apr 22, 2009 at 9:17 AM
Hi smartxiang!

It should be pretty straight-forward. In the editor, just set the item's DrawStyle to DrawStyle.Transparent. Or, in code, do item.DrawStyle = DrawStyle.Transparent.

Unless I've forgotton something, this is all you will have to do.

Thanks for you question!
Apr 22, 2009 at 1:39 PM
Hi bryanedds~
Thanks for your reply, I will try it~
Jun 4, 2009 at 3:50 AM

Further to this.

when something is transparent, like the water, can an object be placed under it and still be shown. my stuff disappears, I am playing update orders and draw priorities but seem to be drawing a blank.

as it were.


I am looking for some docs on this, as we speak.




Jun 4, 2009 at 3:05 PM


Looks like there's a bug in WaterToken's constructor where I forgot to put -

DrawStyle = DrawStyle.Transparent;

at the end.

This will be fixed in the SVN repository in a few minutes :)


Jun 4, 2009 at 3:09 PM

You can also set the DrawStyle for any drawable object in the editor via the property sheet :)

Jun 4, 2009 at 9:39 PM
Edited Jun 27, 2009 at 11:49 PM



    public WaterToken()


            waveMap0Velocity = new ProxyProperty<Vector2>(this, "WaveMap0Velocity", WaterConsts.DefaultWaveMap0Velocity);

           ... chuff elided ...

            DrawStyle = DrawStyle.Transparent;






still can't see an object once it goes underwater?


What am I doing wrong?


Harumph. I shall keep tweaking.


Thanks for the update.

Jun 4, 2009 at 11:58 PM

For the time-being, just adjust the DrawStyle property of the water in the Scene Editor, and let me know if that works or not :)

Jun 5, 2009 at 1:12 AM


I have tried every permutation of doing this in code and the editor I can think of.

I have lowered the water level and raised it.

running out of ideas...

Thanks for the help bryan.

Jun 5, 2009 at 1:19 AM
Edited Jun 5, 2009 at 1:31 AM

hang on!.. I think Im onto something.


how annoyng, I fixed it, and don't now how.

just toyed with the textures of water and world? unsure. annoying.

but I have just realised my models normals are inside out. 

maybe that was it. No fire here.

But while I have anyones attention...


Dont suppose anyone could give me a pointer to post process, say, the Player model, with the blur say after the standard err... directional shadow has done it's bit?

although as I dev on xbox, I of course see no shadows, damn you weirdo 32 bit unavailable format!


Thanks guys!


I really want to make a foggy pool of water etc...

a misty block.

an explosion etc...


Cheers again.

Jun 5, 2009 at 3:26 AM

Inverted normals, eh? I have no idea what kind of effect that will have :P Might explain it tho!

Jun 17, 2009 at 10:58 AM

Hmm, Ok I'm not so sure anymore. sometimes things dissapear for a split second then reappear when viewed THROUGH a transparency...

Hmm, this has to be something to do with the ordering I think.

I'll keep looking.


Wow, yesterday was a spear in the derrier, with LIVE being down all day, jack was a dull boy! let's hope today goes better... :)

Jun 27, 2009 at 11:48 PM

hmm ok, Its because I have two transparnet balls in side each other. this can be fixed with a shader.


thanks Bryan.

trust you are well?

Look another Ox engine!