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Alha blend, billboard and png files

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Hi Guys!! i have a problem with a png file and the alpha channel, i try to implement a billboard effect but y can't avoid the transparent of the texture, when i load the texture with Photoshop i see a transparent effect... but when i load it into my engine a get all the background black ... :( i use this code to load the texture using devIL
 glGenTextures(1, &id); 
    glBindTexture(GL_TEXTURE_2D, id); 
    
	glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	//glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);
	gluBuild2DMipmaps (GL_TEXTURE_2D, 3,ilGetInteger(IL_IMAGE_WIDTH),ilGetInteger(IL_IMAGE_HEIGHT), ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData());



and them when i render a texture over a simple 4 vertex poly i use glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_EQUAL, 1.0); // Draw my objects... glDisable(GL_ALPHA_TEST); any clue on what happend ?? thanks in advance!

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Here is the man page for gluBuild2DMipmaps. Take a look at the internalFormat parameter. You're creating a texture with 3 color channels (RGB), so there is no alpha channel. If alpha is missing, when OpenGL expands the color to RGBA it takes the alpha channel to be 1.0.

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