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cutovoi

OpenGL Blending problems in 3DS files

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cutovoi    122
Hi fellows I'm developing an app that loads 3ds models. The code works fine. I added transparency in my models. This code is for my OpenGL initialization:
void InitializeGL()
{
   glCullFace(GL_BACK);
   glEnable(GL_CULL_FACE);
   glEnable(GL_DEPTH_TEST);
   glShadeModel(GL_SMOOTH);
   glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
   glClearColor(0.0, 0.0, 0.0, 0.0);
   glClearDepth(1.0f);
   glDepthFunc(GL_LEQUAL);
   glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
   glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
   glLightfv(GL_LIGHT1, GL_AMBIENT, fAmbientLight);
   glLightfv(GL_LIGHT1, GL_DIFFUSE, fDiffuseLight);
   glLightfv(GL_LIGHT1, GL_POSITION, fPositionLight);
   glEnable(GL_LIGHT1);
   glEnable(GL_LIGHTING);
   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR);
   glColor4f(1.0, 1.0, 1.0, fAlphaFactor);
}

this code is for my 3DS drawing:
void Object3DS::DrawObject3DS()
{
   glPushMatrix();
	  glPushAttrib(GL_CURRENT_BIT|GL_ENABLE_BIT);
	     glEnable(GL_BLEND);
		 if(m_bTranslate)
		 {
		    TranslationMatrix(&this->model.Objects[0].TranslationMatrix, fTransX, fTransY, fTransZ);
		    glMultMatrixf(&this->model.Objects[0].TranslationMatrix.theMatrix[0][0]);
			fTransX = fTransY = fTransZ = 0.0f;
		 }
		 if(m_bRotate)
		 {
		    RotationMatrix(&this->model.Objects[0].RotationMatrix, fRotX, fRotY, fRotZ);
            glMultMatrixf(&this->model.Objects[0].RotationMatrix.theMatrix[0][0]);
			fRotX =fRotY = fRotZ = 0.0f;
		 }
		 glDisable(GL_DEPTH_TEST);
         glCallList(m_uiIDDisplayList);
	     glDisable(GL_BLEND);
      glPopAttrib();
   glPopMatrix();
}


With this code I getting some abnormal results. In my 3ds models there are some "lighting parts". In the model they appearing in the ears, armpits and other parts. See the picture below: Image Hosted by ImageShack.us The exactly thing that I want is this: Image Hosted by ImageShack.us If I use GL_ONE_MINUS_SRC_ALPHA(like the 2nd parameter of the glBlendFunc) with any other parameter I don't get the results that I want. What I want to know is HOW CAN I ADD AN HOMOGENEOUS TRANSPARENCY IN MY ENTIRE 3DS MODEL? Please help me in this. I'm getting crazy. Thanks for the support

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