Re: [PyOpenGL-Users] Fade to black?
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mcfletch
From: Mike C. F. <mcf...@ro...> - 2003-07-20 16:44:04
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Rene Dudfield wrote: > Hello. > > I was wondering if anyone had an idea on how to do fade to black? > > I was thinking of overlaying a texture over the scene and slowly > changing the alpha this texture has. This should work on anything from a TNT2 onward, though you don't actually need it to be a texture unless you are interested in having the fade be textured (e.g. having the game logo fade in on a black/white/whatever background). A simple polygon with the required color and alpha should work. > But would that work ok on slower hardware? If it is slow any other > ways to do fade to black(or from black, or to/from white etc)? I would strongly suggest just implementing it first and seeing if it really is slow, I wouldn't expect it to be too slow if your game is running reasonably well before the fade starts, yes there will be a lot of overdraw, but you can disable depth buffer updates, so only one/(three) buffers are getting changed. Possible optimization strategies: * use overlays where available o i.e. render your transparency as an overlay rather than part of your main scene o if not, do a screen-capture to a bitmap and just blit the bitmap, then the fading polygon each time you want to increase the fading level, you may find that using the captured bitmap as a texture works considerably faster * use screendoor transparency o only likely to be useful on very old hardware, (e.g. TNT or previous) * use solid-color polygon instead of textured (likely only an issue if the texture is very large) * do a screen capture, turn it to a texture and blend it *on top of* a solid-color background of the target color (i.e. glClear) each frame with altered alpha level, opaque at start, transparent to end (saves extra geometry/overdraw). Have fun, Mike _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |