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Alpha blending artefacts (images)

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I'm trying out alpha blending with my terrain renderer. The scene is composed of 3 layers of terrain, with increasing alpha values (=decreasing opacity). However, it doesn't entirely work: Look somewhat right from the center of the image, and at the center right. There are two 'hilltops' that for some reason shine through. I have no idea where that is coming from. This is how the scene is set up: This is how I set up the blending:
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glEnable(GL.GL_BLEND);

gl.glDepthFunc(GL.GL_LEQUAL);		
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE);
The layers are drawn back-to-front. Any ideas on what the problem could be?

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Try disabling your depth test. If the zbuffer is on then it will not render pixels under your transparant objects which will result in alpha not really working as expected.

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Also, 66+33 is 99%. The 2nd layer will have 99% opacity since blending is additive. (Notice how the 3rd layer's opacity and the 2nd layer's opacity is the same)

Set the alpha levels to 33% on all of the layers, along with either disabling depth, or rendering back objects first then front ones, that should get it to work.

Regards,
DarkProphet

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Set the opacity to 33%, and it all looks good now:



The front layer, as an exception, has an opacity of 100% because we want that one to always be clearly visible.

Thanks for all the kind help!

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This topic is 4162 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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