Okay. Can't get alpha channel to work

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1 comment, last by MarauderIIC 19 years, 10 months ago
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.
"Is that a snow-globe in your fire blanket,or are you just stark naked?" --RavenBlack Surrealism
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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.

You should never let your fears become the boundaries of your dreams.
You should never let your fears become the boundaries of your dreams.
Aha! Thank you!
"Is that a snow-globe in your fire blanket,or are you just stark naked?" --RavenBlack Surrealism

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