3D Widget: Opacity and mipmapping

anonymous_user_44b157d0
Sun, 13 Mar 2016 17:40:54 +0000
UI

Wondering about two different things, but I wanted to just post them as one question to see if anybody can help me out

So, the first question is about 3D widgets’ opacity value. Right now it doesn’t seem possible to directly change the opacity of a 3D widget. I was also not able to find any overall opacity value within the Widget itself, to talk to from the actor that contains the 3D widget. The only workaround I could think of, was to talk to all the element in the widget seperately, and then set their alpha value. This is impractical for a number of reasons. Is there a more elegant way to do this? I’d like to animate the 3D widget (fading in).

The second question is about mipmapping the 3D widget. It doesn’t seem to happen, currently? The only workaround I’ve found is to approach the pixel density the 3D Widget would be presented in on-screen, use that information to determine the resolution of the bitmaps I’m using in the Widget. There’s no power-of-two restriction on textures used in Widgets, so was able to get pretty close. However, as I’m developing for VR, there’s a big chance of the player moving in (or away) from the 3D widget, changing the distance between the camera and the 3D Widget, and then it all starts to look over-sharp or blurry again. More importantly, elements like text are still overly sharp as they’re not mipmapped either. Any solution?

Thanks in advance!

7 posts - 6 participants