Transparent rendered texture

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13 comments, last by DanielH 20 years, 6 months ago
why does this have to be so complex?
to load a texture give me a break!
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Not just loading, making a already existing texture transparent.

I still havent been able to make it transparent


I think that when i use glCopyTexImage2D to copy the framebuffer to a texture its background should also be alpha 0 when the background is cleared with alpha 0.... But no no
Solved it by rendering a black and white texture and then use it as a mask.

Thanks anyway.
Like NEHE eh?
Sure that works, and it''s simple, but it requires you to send the geometry twice and that''s slow.

You really didn''t "solve the problem" until you can draw only once like you should be able to. (Unless you like your graphics to be slow and take more performance than they should..)
Also I''ve found it to be a bit annoying to have to make and load mask textures for EVERY thing.. something like multitexturing or Alpha masks would be a more efficiant and managable approach..
Maybe a stupid question, but you might have overlooked it, so I''ll ask it anyway

Did you use an internal-format in glCopyTexImage2d of RGBA or equivalent? If not, the alpha value wouldn''t be returned, would it?

Hellsp4wn
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I''m having deja-vu and amnesia at the same time. It''s like I think I''ve forgotten this before.
--- Hellsp4wn ---AstralShadow | ScreamTech

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