I am beginner to making 2D/3D Graphics in Opengl and i have a problem about drawing 3D shapes under 2D ortho graphics with alpha transparent.
The ScreenShot
I don't know could i tell. I think you understood my problem from the picture.
These are my drawing codes;
ciz()
{
glViewport(0,0,ewidth,eheight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glPushMatrix();
glOrtho(-1,1,-1,1,-20,20);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor4f(1,1,0,1);
glDisable(GL_TEXTURE_2D);
glPushMatrix();
glTranslatef(((float)mouse_x-(ewidth/2))/(ewidth/2),-((float)mouse_y-(eheight/2))/(eheight/2),0.1);
glBindTexture(GL_TEXTURE_2D,NULL);
glBegin(GL_POLYGON);
for(i=0; i<20; i++)
{
glVertex3f(cos(18*i*pi/180)/32,sin(18*i*pi/180)/32,0);
}
glEnd();
glColor4f(1,1,1,1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,tex[0]);
glPopMatrix();
/* glBegin(GL_QUADS);
glTexCoord2i(0,0); glVertex3f(-0.9,0.9,0);
glTexCoord2i(1,0); glVertex3f(-0.6,0.9,0);
glTexCoord2i(1,1); glVertex3f(-0.6,0.6,0);
glTexCoord2i(0,1); glVertex3f(-0.9,0.6,0);
glEnd();
glBegin(GL_QUADS);
glTexCoord2i(0,0); glVertex3f(-0.6,0.9,0);
glTexCoord2i(1,0); glVertex3f(-0.3,0.9,0);
glTexCoord2i(1,1); glVertex3f(-0.3,0.6,0);
glTexCoord2i(0,1); glVertex3f(-0.6,0.6,0);
glEnd();*/
//glDisable(GL_BLEND);
//glDisable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D,tex[1]);
glBegin(GL_QUADS);
for(i=0,j=0; i<=yazi_uz; i++)
{
if(yazi=='A')
{
ii=0;
jj=0;
glTexCoord2f((1+(float)ii+(float)ii*13)/512,(1+(float)jj+(float)jj*18)/256); glVertex3f(((0+(float)i*50 )/640)*2-1,-(((0+(float)j*80 )/480)*2-1),0);
glTexCoord2f((1+(float)ii+((float)ii+1)*13)/512,(1+(float)jj+(float)jj*18)/256); glVertex3f(((0+((float)i+1)*50 )/640)*2-1,-(((0+(float)j*80 )/480)*2-1),0);
glTexCoord2f((1+(float)ii+((float)ii+1)*13)/512,(1+(float)jj+((float)jj+1)*18)/256); glVertex3f(((0+((float)i+1)*50 )/640)*2-1,-(((0+((float)j+1)*80 )/480)*2-1),0);
glTexCoord2f((1+(float)ii+(float)ii*13)/512,(1+(float)jj+((float)jj+1)*18)/256); glVertex3f(((0+(float)i*50 )/640)*2-1,-(((0+((float)j+1)*80 )/480)*2-1),0);
}
}
glEnd();
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glPopMatrix();
gluPerspective(45,(float)(ewidth/eheight),.1,1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(c_x+cos((dir+180)*pi/180)*cos(-der*pi/180)*uz,c_y+sin((dir+180)*pi/180)*cos(-der*pi/180)*uz,c_z+sin(-der*pi/180)*uz,c_x,c_y,c_z, 0,1,0);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glColor3f(1,1,1);
//glDisable(GL_TEXTURE_2D);
/* glBegin(GL_POLYGON);
glTexCoord2i(0,0);
glVertex3f(-15,15,0);
glTexCoord2i(1,0);
glVertex3f(15,15,0);
glTexCoord2i(1,1);
glVertex3f(15,-15,0);
glTexCoord2i(0,1);
glVertex3f(-15,-15,0);
glEnd();*/
//glEnable(GL_TEXTURE_2D);
/*glBegin(GL_TRIANGLES);
for(i=0; i<10; i++)
{
glNormal3f(cos((i+0.5)*36*pi/180)*cos(90-atan(10/7)*pi/180),sin((i+0.5)*36*pi/180)*cos(90-atan(10/7)*pi/180),sin(90-atan(10/7)*pi/180));
glVertex3f(0,0,5);
glVertex3f(cos(36*i*pi/180)*7,sin(36*i*pi/180)*7,-5);
glVertex3f(cos(36*(i+1)*pi/180)*7,sin(36*(i+1)*pi/180)*7,-5);
}
glEnd();*/
glColor4f(1,1,1, 1);
//glDisable(GL_DEPTH_TEST);
//glDepthMask(GL_TRUE);
//glEnable(GL_ALPHA_TEST);
glBindTexture(GL_TEXTURE_2D, tex[2]);
glPushMatrix();
glTranslatef(obj[0].x,obj[0].y,obj[0].z);
glScalef(0.5,0.5,0.5);
glRotatef(der2*5,0.7,0.3,0.5);
//glBindTexture(GL_TEXTURE_2D,tex[1]);
glBegin(GL_QUADS);
//alt
glNormal3f(0,0,-1);
glTexCoord2i(0,0);
glVertex3f(-8,8,-8);
glTexCoord2i(1,0);
glVertex3f(8,8,-8);
glTexCoord2i(1,1);
glVertex3f(8,-8,-8);
glTexCoord2i(0,1);
glVertex3f(-8,-8,-8);
//üst
glNormal3f(0,0,1);
glTexCoord2i(0,0);
glVertex3f(-8,8,8);
glTexCoord2i(1,0);
glVertex3f(8,8,8);
glTexCoord2i(1,1);
glVertex3f(8,-8,8);
glTexCoord2i(0,1);
glVertex3f(-8,-8,8);
//sa?
glNormal3f(1,0,0);
glTexCoord2i(0,0);
glVertex3f(8,8,-8);
glTexCoord2i(1,0);
glVertex3f(8,8,8);
glTexCoord2i(1,1);
glVertex3f(8,-8,8);
glTexCoord2i(0,1);
glVertex3f(8,-8,-8);
//sol
glNormal3f(-1,0,0);
glTexCoord2i(0,0);
glVertex3f(-8,8,-8);
glTexCoord2i(1,0);
glVertex3f(-8,8,8);
glTexCoord2i(1,1);
glVertex3f(-8,-8,8);
glTexCoord2i(0,1);
glVertex3f(-8,-8,-8);
//yukar?
glNormal3f(0,1,0);
glTexCoord2i(0,0);
glVertex3f(-8,8,8);
glTexCoord2i(1,0);
glVertex3f(8,8,8);
glTexCoord2i(1,1);
glVertex3f(8,8,-8);
glTexCoord2i(0,1);
glVertex3f(-8,8,-8);
//a?a??
glNormal3f(0,-1,0);
glTexCoord2i(0,0);
glVertex3f(-8,-8,8);
glTexCoord2i(1,0);
glVertex3f(8,-8,8);
glTexCoord2i(1,1);
glVertex3f(8,-8,-8);
glTexCoord2i(0,1);
glVertex3f(-8,-8,-8);
glEnd();
glPopMatrix();
glEnable(GL_DEPTH_TEST);
/* glClearColor(1,0,0,1);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);*/
//resim_yukle("font.bmp");
SDL_GL_SwapBuffers();
}
Help please, Thanks for your helps.