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Null and Void

OpenGL OpenGL + Transparency

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Well, my Isometric Engine is working for the most part, but I want to make it look a little nicer than it looks now. I''m using Alpha Blending to handle my transparency, and that works ok, but I can''t get the completely opaque parts to stay completely opaque. I think rounding errors are causing those parts to be partially translucent. I tried to implement alpha testing instead of blending, but that doesn''t work quite right for me. Parts of the image that aren''t meant to be shown get shown anyway, causing which rims to appear around the sprites. So, I was wondering if load time generated masks would be any more effective. Are masks any slower/faster? Any problems I might run in to? Thanks in advance! "Finger to spiritual emptiness underlying everything." -- How a C manual referred to a "pointer to void." --Things People Said
http://www.gdarchive.net/druidgames/

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Well, I tried the Alpha Function that you pointed out, and it seems to have done the trick. I was formerly using glBlendFunc(GL_SRC_ALPHA,GL_SRC_COLOR), which appeared to work, except for the problems I pointed out above.

I probably need to figure out exactly how the blend function works . Thanks for the help.

"Finger to spiritual emptiness underlying everything." -- How a C manual referred to a "pointer to void." --Things People Said
http://www.gdarchive.net/druidgames/

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