(01-05-2012 10:53 PM)Esenthel Wrote: I've tested your model again, please open up the tree trunk material in material editor, and press "A" button to display the alpha channel of the texture.
You will notice that the trunk has transparent alpha channel which is causing your issue.
Your alpha channel texture is incorrect.
Also for next SDK I will make the generated billboard to be brighter (now it's incorrectly a little too dark)
Thanks! Maybe it is stupid question, but what should alfa channel contain to successfuly generate billboard? I ve tried several possibilites (empty alfa channel, some mask, etc...), but it seems to have no effect.
Do you have any sample texture, how it should look, how should look alfa for bark and for leaves?
And I have other question regarding performance, it is impossible to have material for leaves just diffuse and for bark with bump + nm, if I am using one texture for bark and leaves (atlas). When material is set it for bark it destroys leaves and opposite. It makes sense, because of how is EE grouping textures and how it generates GFX files. So it seems, that I have to use bump + nm even for leaves.
I dont know how to solve this problem, because having two separate textures for this is wasting (in case of vegetation I have to really really optimize) and having bump + nm for leaves is in most cases wasting too.
Or I can ask other way, how you intented to properly use leave shader? Use it for both bark and leaves and prevent blending of bark by alfa?
Anyway I will do some test, if having whole tree in one material/drawcall compensates more heavier shader (because of bark I need to have nm + bump).