Darn that black background.
I have a type of texture that is very popular with particle engines (TGA). It has the white center and the black background. I am texture-mapping this texture onto a quad. How do I get the black background to not show up? In other words, how do I use transparency to get rid of the black? I think you use blending or something, but I''m not sure how.
quote:Original post by masonium
I have a type of texture that is very popular with particle engines (TGA). It has the white center and the black background. I am texture-mapping this texture onto a quad. How do I get the black background to not show up? In other words, how do I use transparency to get rid of the black? I think you use blending or something, but I'm not sure how.
Not sure what you mean by not showing black background, but thats what I do to draw textured particle quad:
glPushMatrix(); // Save Current position glDisable(GL_DEPTH_TEST); // Disable Depth Testing glEnable(GL_BLEND); // Enable Blending glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Type Of Blending To Perform glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST); // Really Nice Perspective Calculations glHint(GL_POINT_SMOOTH_HINT,GL_NICEST); // Really Nice Point Smoothing glBindTexture(GL_TEXTURE_2D,m_material.ID); glColor4f(fRed ,fGreen ,fBlue , fLife ); glBegin(GL_TRIANGLE_STRIP); // Build Quad From A Triangle StripglTexCoord2d(1,1); glVertex3(fX+0.5f,fY+0.5f,fZ); // Top RightglTexCoord2d(0,1); glVertex3f(-0.5f,fY+0.5f,fZ); // Top LeftglTexCoord2d(1,0); glVertex3f(fX+0.5f,fY-0.5f,fZ); // Bottom RightglTexCoord2d(0,0); glVertex3f(fX-0.5f,fY-0.5f,fZ); // Bottom LeftglEnd();glBlendFunc(GL_ONE,GL_ZERO); // Reset to previous settingsglEnable(GL_DEPTH_TEST); // (restore)glPopMatrix(); // Restore old position
Edited by - HellRiZZer on November 2, 2001 3:12:35 AM
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