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• ### Similar Content

• Good evening everyone!

I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
Basically I'm trying to find more compatible version of it.

Thank you!

• Hello guys,

How do I know? Why does wavefront not show for me?
I already checked I have non errors yet.

And my download (mega.nz) should it is original but I tried no success...
- Add blend source and png file here I have tried tried,.....

PS: Why is our community not active? I wait very longer. Stop to lie me!
Thanks !

• I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.

• Hello everyone,
I have problem with texture

• Hello everyone
For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?

Thanks!

# OpenGL OpenGL Terminolgy and Quake 3 HUD

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I was wondering what is the effect that the Quake 3 HUD, as seen here, is called for the semi-transparent bluish part of the HUD? Is it alpha, transparency, or translucency? Right now I have my code so I can make a HUD similar to that, I just don't know what functions to look into to make that effect. I have the code that takes my color key out of the HUD, for my case a near black color, (0,0,1 or something like that) and that looks like this:
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );

Now, I just need to figure out what to do to make elements semi-transparent as seen in the example so the HUD does not block *everything*. I've noticed I can't mix effects either, only the last effect is used with the blending as well. Thanks for any help!

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Quote:
 alpha, transparency, or translucency

Those are all sort of the same thing. 'Transparent' means it is basically invisible; 'Translucent' would be the area between Opague and Transparent. Alpha is just a means to encode that information.

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just add an alpha channel to the texture set the transparent part of the channel to 0.2-0.8 (depending on how visable u want the stuff behind it) and set the metal tubing that surrounds the HUD part alpha to 1.0

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btw (concerning another post here as well) forget totally about colorkeys in opengl, there is no need to use them

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Ok cool, thanks for that explanation Deyja! Zedzeek, that's what I wanted to do, but I'm not sure how. Would I have to then have two textures for the GUI to be able to set the alpha channel that way? Right now I just have one big image I just draw to the screen, but I guess I need to split it up now? Thanks for the help.