Archived

This topic is now archived and is closed to further replies.

Visualc

Transparensy f***** problem..... not working

Recommended Posts

Visualc    122
f****, f*****, f*****, this problem i have all the time, the alpha not affect the transparensy, transparensy is constant any time.... the code is this: glLoadIdentity(); glTranslatef(HumoTanKe.Devolver(i,3) ,HumoTanKe.Devolver(i,4),HumoTanKe.Devolver(i,5)); glScalef(HumoTanKe.Devolver(i,2) ,HumoTanKe.Devolver(i,2),HumoTanKe.Devolver(i,2)); HumoTanKe.Calcular(i); HumoTanKe.MoverParticula(i,3,0.02f); glRotatef(Tanke.DevVal(4),0.0f,0.0f,1.0f); glEnable(GL_BLEND); glDepthMask(GL_FALSE); glBlendFunc(GL_SRC_ALPHA,GL_ONE); GLdouble alpha=HumoTanKe.Devolver(i,1); glColor4d(1.0f,1.0f,1.0f,alpha); glCallList(smoke); ....... Transparensy one stays equal ... not change. In the InitGL the code is this: int InitGL(GLvoid) { glLightfv (GL_LIGHT0, GL_AMBIENT, Ambient0); glLightfv (GL_LIGHT0, GL_DIFFUSE, Diffuse0); glLightfv (GL_LIGHT0, GL_SPECULAR, Specular0); glLightfv (GL_LIGHT0, GL_POSITION, posicion0); glLightf (GL_LIGHT0, GL_CONSTANT_ATTENUATION,4.0f); glLightf (GL_LIGHT0,GL_LINEAR_ATTENUATION,0.02f); glLightf (GL_LIGHT0,GL_QUADRATIC_ATTENUATION,0.0f); // glLightModelfv(GL_LIGHT_MODEL_AMBIENT, zero); // glLightfv (GL_LIGHT0, GL_SPOT_DIRECTION,direccion0); glLightfv (GL_LIGHT1, GL_AMBIENT, Ambient1); glLightfv (GL_LIGHT1, GL_DIFFUSE, Diffuse1); glLightfv (GL_LIGHT1, GL_SPECULAR, Specular1); glLightfv (GL_LIGHT1, GL_POSITION, posicion1); glLightf (GL_LIGHT1, GL_CONSTANT_ATTENUATION,8.0f); glLightfv (GL_LIGHT2, GL_AMBIENT, Ambient2); glLightfv (GL_LIGHT2, GL_DIFFUSE, Diffuse2); glLightfv (GL_LIGHT2, GL_SPECULAR, Specular2); glLightfv (GL_LIGHT2, GL_POSITION, posicion2); glLightf (GL_LIGHT2, GL_CONSTANT_ATTENUATION,8.0f); // glLightfv (GL_LIGHT1, GL_SPOT_DIRECTION,direccion1); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_ALPHA_TEST ); glAlphaFunc(GL_GREATER,0.3f); Torre1p1=Gen3DObjectListTorre1p1(); Torre1p2=Gen3DObjectListTorre1p2(); Torre1p3=Gen3DObjectListTorre1p3(); Torre1p4=Gen3DObjectListTorre1p4(); if(!initMultitexture()) exit(1); Terreno=Gen3DObjectListTerreno(); Tanke_canon=Gen3DObjectListTcanon(); Tanke_soporte=Gen3DObjectListTsoporte(); Tanke_canon2=Gen3DObjectListTcanon2(); glEnable (GL_LIGHTING); glEnable (GL_LIGHT0); Jeep=Gen3DObjectList(); Halo=Gen3DObjectListHalo(); TMisil=Gen3DObjectListTMisil(); smoke1=Gen3DObjectListParticula1(); smoke2=Gen3DObjectListParticula2(); smoke3=Gen3DObjectListParticula3(); smoke4=Gen3DObjectListParticula4(); smoke5=Gen3DObjectListParticula5(); Explosion=Gen3DObjectListExplosion(); } the alpha test disable or enable not change anythink... Please.....hhhheeeeeeeellllpppp..

Share this post


Link to post
Share on other sites
kooktroop    176
Well
your code appears to be fine.
What does
HumoTanKe.Devolver(i,1);

return. Also, for transparency you could try using Colour Keying.
Look into that

Share this post


Link to post
Share on other sites