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Okay. Can't get alpha channel to work

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Trying to add an alpha channel to a custom file format. Here''s what I have.
//generateTerrain()

	GLfloat pixelData[32][32][4];
	unsigned int r, g, b, a;

	int width = atoi(text["W"].c_str());
	int height = land.size();

	for (unsigned int h = 0;h < land.size();h++) {
		for (unsigned int w = 0;w < land.at(h).size();w++) {
	
			switch(land.at(h).at(w)) {
			case 0:
				r = 0;
				g = 0;
				b = 0;
				a = 0;
				break;
			case 1:
				r = 165;
				g = 105;
				b = 25;
				a = 255;
				break;
			case 2:
				r = 150;
				g = 150;
				b = 150;
				a = 255;
				break;
			case 6:
				r = 180;
				g = 90;
				b = 90;
				a = 255;
				break;
			case 7:
				r = 250;
				g = 130;
				b = 60;
				a = 255;
				break;
			case 8:
				r = 35;
				g = 115;
				b = 190;
				a = 255;
				break;
			case 9:
				r = 255;
				g = 0;
				b = 255;
				a = 0;
				break;
			}
			pixelData[land.size()-1-h][w][0] = (GLfloat)r/(GLfloat)255.0;
			pixelData[land.size()-1-h][w][1] = (GLfloat)g/(GLfloat)255.0;
			pixelData[land.size()-1-h][w][2] = (GLfloat)b/(GLfloat)255.0;
			pixelData[land.size()-1-h][w][3] = (GLfloat)a;

			debug("alpha for " + uitos(land.size()-1-h) + " " + uitos(w) + ": " + uitos(a));

		}
	}

	GLuint temp;
	glGenTextures(1, &temp);
	glBindTexture(GL_TEXTURE_2D, temp);
	landGen->setTexture(temp);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0, GL_RGBA, GL_FLOAT, pixelData);
void World::drawTerrain() {
	glLoadIdentity();

	glDisable(GL_DEPTH_TEST);						//Settings...

	glDisable(GL_LIGHTING);
	glDisable(GL_BLEND);
	glEnable(GL_TEXTURE_2D);
	//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);


	glEnable(GL_ALPHA_TEST);
	glAlphaFunc(GL_GREATER, 0.0f);

	glTranslatef(0.0, 0.0, -2.5f);
	glBindTexture(GL_TEXTURE_2D, landGen->getTexture());
	glBegin(GL_QUADS);
		glTexCoord2f(0, 0); glVertex2f(-1, -1);
		glTexCoord2f(1, 0); glVertex2f(1, -1);
		glTexCoord2f(1, 1); glVertex2f(1, 1);
		glTexCoord2f(0, 1); glVertex2f(-1, 1);
	glEnd();
	glDisable(GL_ALPHA_TEST);
}

void World::drawBackground() {

	glLoadIdentity();

	glDisable(GL_DEPTH_TEST);
	glDisable(GL_LIGHTING);
	glEnable(GL_TEXTURE_2D);
	glDisable(GL_BLEND);

	//glBlendFunc(GL_SRC_ALPHA, GL_ONE);

 
	glTranslatef(0.0f, 0.0f, -3.0f);
	glBindTexture(GL_TEXTURE_2D, textures()->getTexture(10)->getTexture());
	glBegin(GL_QUADS);
		glTexCoord2f(0, 0); glVertex2f(-1, -1);
		glTexCoord2f(1, 0); glVertex2f(1, -1);
		glTexCoord2f(1, 1); glVertex2f(1, 1);
		glTexCoord2f(0, 1); glVertex2f(-1, 1);
	glEnd();
}
And when the picture is drawn, it''s drawn in order of drawBackground() and then drawTerrain(). But none of the colors in the terrain are transparent at all.

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You might wat to read glTexImage2D spec once again. Hint : there are 2 parametrs you need to change if you want alpha compared to RGB.

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