I can get Alpha blending to work, but try as I might, I can't get the ol' GETRGB() to alter the color of my active.
Anyone have any tips on this?
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I can get Alpha blending to work, but try as I might, I can't get the ol' GETRGB() to alter the color of my active.
Anyone have any tips on this?
For the record, i'm trying to set the RGB Coefficient using GetRGB(R,G,B) and I am using values in the range of 0 to 255 for each of the three variables. Documentation indicates that Alpha and RGB Coefficients do work with IOS, but I can't get any results when trying to use it on any active objects.
I'm a bit surprised nobody knows the answer on this. I've tried it over and over with no luck...
Tuna you're trying to set the color of a pixel on an Active using the GETRGB()? Am I misunderstanding? Please clarify and I'll see what I can figure out.
Keith, I'm trying to use the Effect Set RGB Coefficient on an active object. This should change the color of the active object. When you set the RGB Coefficient you use the GETRGB function for ease of conversion. I've done this quite a bit in HWA, but it doesn't seem to work in IOS, although I have read that it should work.
Probably only Andos (who is away until next week) could answer precisely :
- if you run it from MMF2 make sure you set the display mode of the application to Direct3D
- if you run it from the iPhone emulator, maybe this option doesn't work with it (not sure, just a guess)
- if you run it on a real device, then maybe there is a bug in this function (try to set the RGB factor in the properties of the object)
Thanks Yves, I'll try setting it in the object properties at design time and see what happens.
As it turns out, this functionality doesn't seem to work. I don't know if this is a bug, or if it's simply un-supported. I hope its a bug, because I'm really wanting to use RGB Coefficients to alter the hue of some active objects!
It would be a useful thing indeed, the ability to recolour objects with the GPU can really help to reduce the number of images required in some projects :)
I do think this is intended to work... Jeff lists it in the Sticky Thread iOS Export Module: Requirements and limitations posting as a working effect, although it doesn't appear to be working when set via design time or run-time.