Transparensy f***** problem..... not working
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..
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
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
check the faq www.opengl.org download the pdf,
lighting + colors dont mix, see the faq section lighting
lighting + colors dont mix, see the faq section lighting
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