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Flustration

Member Since 09 May 2012
Offline Last Active May 15 2012 05:33 AM

Posts I've Made

In Topic: A couple problems with my SDL/OpenGL project

10 May 2012 - 01:33 AM

Well, the app initiates at the appropriate resolution and everything... I just lose input.

In Topic: Textures displaying solid backgrounds instead of transparent pixels

09 May 2012 - 07:25 PM

Okay, I see that the red pixels were actually ENTIRELY by my own hand... however, I cannot get blending to actually work. When I swap thevalues in glBlendFunc call, I get a black screen BTW.

Posted Image

In Topic: Textures displaying solid backgrounds instead of transparent pixels

09 May 2012 - 07:04 PM

All right... now that I have seen your edit, I have removed the alpha testing stuff altogether. Here is what I get now:

Posted Image

In Topic: Textures displaying solid backgrounds instead of transparent pixels

09 May 2012 - 06:59 PM

All right, here goes.

First, I tried just changing that line.


glEnable( GL_TEXTURE_2D );
    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
    glAlphaFunc(GL_NOTEQUAL, 1);
    glEnable(GL_ALPHA_TEST);

I got this output (there are barely-visible blue pixels where there should be transparency).

Posted Image

So then, I changed the alpha func around...:

glAlphaFunc(GL_GREATER, 0);

But I got this output:

http://i.imgur.com/QVBMj.png

totally black!

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