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bisonmontana

OpenGL OpenGL material vs 3ds/obj fileformat material

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Can someone please clear this up for me: the model formats I worked with so far (3ds, obj) have no notion of transparency per ambient,diffuse,specular setting, instead they have just one float value called transparency. To render them correctly I am supposed to use that float value for amb,dif and spe? (same for all three) or should just use 1.0 and instead set the single transparency value with vertex colors?.

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Use the latter. Load the amb, diffuse, specular values from the model, and use the glColor4f() to set your alpha and enable alpha testing or blending depending on what you are after.

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