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

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3 comments, last by Visualc 21 years, 6 months ago
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..
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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
Do not remove a fly from your friend's forehead with a hatchet.Chinese Proverb
OpenGL does not support color key.

-Lev
check the faq www.opengl.org download the pdf,
lighting + colors dont mix, see the faq section lighting
ok....any other idea?

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