I’m trying to adjust the alpha value of faces using vertex color. As far as I can tell, this works fine in Multitexture mode, but not GLSL (which is what I need to use). Here’s a blend file that demonstrates this.
Just wanted to make sure I’m doing this right before submitting a bug report. I’ve run into this problem before but ended up just working around it. Coming back to it now, I thought it would have been fixed but it doesn’t look like it.
You could probably work around it by way of using node materials.
Use the vertex color output in the geometry and then use that (or a single color channel via the separate RGB node) to act as a driver for face transparency.
Regardless, I would still report the issue that setting vertex color alpha doesn’t work in GLSL, any genuine bug needs to be reported.
Yea, that’s actually what I had been doing for awhile. However, node materials are a bit more taxing in terms of performance. The rasterizer goes from ~7.5ms to ~13ms when using a node material in my current setup, so I’d prefer to be able to just use vertex colors.
Strange that you say it doesn’t work in glsl. I’ll have to play aroung a little when I’m home. Have you checked the relevant boxes in your material setting (ie teansparency, vertex color etc). You probably have though.
Yeah, looks like it’s not working. An easy workaround would be to use a texture with varying amounts of opaqueness / transparency, and slide the UV values on the faces to match the transparency that you need the faces to be.