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Alpha layer + Texture

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Goodlife    122
Hi everyone, I asked about this some weeks back, and I got a method going. I am able to make a texture and query for an alpha texture, and have it all work with no hitches. But when I try to render with the texture, I get a black square. Does anyone have ''real code'' that loads a bitmap onto a texture, and then loads a second bitmap with alpha into into the texture''s alpha layer? I''m probably doing something silly wrong. Thanks! -- Goodlife ----------------------------- Those whom the gods would destroy, they first drive mad. --DirectX design team official motto

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_ralph    122


I don´t know whether you use DirectX or OGL but this code is in OGL.
But conterting it to DirectX shouldn´t be that difficult.

void MergeTextures(char *pBase, char *pAlpha)

AUX_RGBImageRec *Texture= NULL;
char *Layer;
int i;
int iTexID;

// alpha layer

Texture = auxDIBImageLoad(pAlpha);
Layer = new char[4 * Texture->sizeX * Texture->sizeY];

// copy Texture to Layer (alpha component)
for(i=0; isizeX * Texture->sizeY; i++)
Layer[4*i+3] = Texture->data[3*i];

// base texture

Texture= auxDIBImageLoad(pBase);

for(i=0; isizeX * Texture->sizeY; i++)
Layer[4*i] = pTexture[iTexStack]->data[3*i]; // red
Layer[4*i+1] = pTexture[iTexStack]->data[3*i+1];//green
Layer[4*i+2] = pTexture[iTexStack]->data[3*i+2];//blue
// Layer[4*i+3] already contains the alpha value from above

// usual OGl texture binding stuff:

glGenTextures(1, &iTexID);
glBindTexture(GL_TEXTURE_2D, iTexID);

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, Texture->sizeX,
Texture->sizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, Layer);

delete [] Layer;



-The alpha texture and the base texture must have the same size.
-The alpha texture must be saved in grey scale.

Hope this helps


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