Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

asaari

problems with alpha transparnecy stuff

This topic is 6254 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

ok ive got a litlle 3d world which consistes of 3 planes 1 ground with a ground texture, and the sky type planes, i want to make the top 2 semi transparent and then put some moving cloud textures on them, to make a cheesy sky, so I glEnable( GL_BLEND); and i glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); and the blending works, but only if I look at the quad fromt he top, it is opaque if i look at it from the bottom, it is really wierd, am i just making a stupid mistake? I could post the app or source code if you want thanks in advance

Share this post


Link to post
Share on other sites
Advertisement
I did some experiments uppon this problem and it seems, that the Alpha-Blending only works on triangles allready drawn. I guess this kind of transparency just takes the pixels allready drawn as some kind of texture for the tranparent trinagle. I think there is a setting or something like that linked to the Z-Buffer to correct this.
Of course you can as well sort the triangles, so that the further triangles ar drawn first and the closer ones last but that would be very very inefficient. Sorry, can''t tell you anything else... waiting for other replies.

cYa anYtime


.,_-´''''`-_,.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!