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jgg

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  1. Ok, thank you so much for your help!
  2. Right. And, just to know, is there a different blending function that automatically takes care of this?
  3. Thanks for your detailed explanaiton, Brother Bob. Setting this, for example: [code] glColor4f(1.0f, 1.0f, 1.0f, 0.85f); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); [/code] nearly produces the transparency effect I was expecting; I just miss one thing. As the cube is rotating, its sides change their position into the 3D space so, as they are repainted, some weird transparency behavior happens, like the back side being painted "over" the front side. It happens due to the order (always the same) in which the cube sides are painted in the DrawGLScene function, as the front side is the first in code, so every other side coming after will be painted over it. Am I wrong? In order to keep a "logic" transparency process while the cube is rotating, is there any other procedure different than calculating how sides should be repainted according to cube's position? Thank you again.
  4. I understand that these lines enable blending so translucency effect happens, but it seems that the alpha value just changes the brightness of the color. For example, in [url="http://nehe.gamedev.net/tutorial/blending/16001/"]lesson 8[/url], the blending enable code is like this: [code] glColor4f(1.0f, 1.0f, 1.0f, 0.5f); // Full Brightness. 50% Alpha glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency[/code] If I set the alpha variable in glColor4f to 0.0f the cube becomes invisible, what makes sense as it should be completely transparent. However, when setting alpha to 1.0f, instead of having an opaque cube, it seems to be again 50% transparent but with lighter colors. I know that if I want to get opaque textures I just have to turn off blending (as it is shown in the same code of lesson 8), but what if I want to get a 33% or 85% transparency for example? Setting 0.33f or 0.85f in the 4th argument just makes the transparent cube lighter or darker, no effect on translucency at all. Probably I'm missing something but, as I said before, I'm a complete newbie and I would like to learn with this; that's why I'm asking [img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img]. Thank you so much for your help.
  5. Hi there, I'm new to OpenGL and I'm reading the NeHe's OpenGL tutorials which seem pretty easy to follow and very instructive. I have just read [url="http://nehe.gamedev.net/tutorial/moving_bitmaps_in_3d_space/17001/"]lesson 9[/url], "Moving bitmaps in 3D space", and there is one thing I don't understand. The program draws some stars which are defined with a specific color. Additionally, you can make them twinkle by pressing the 'T' key. Then, the colors of two different stars are mixed. What I don't understand is how these two colors can be mixed as they are defined for the star texture. I mean, when applied the colors for the two stars to be drawn, the two of them are defined with an alpha value of 255 (1.0f) (check the code below), which means the color should be opaque. So, if they are meant to be opaque, how can they be mixed? Should not the last star to be drawn overlapping the previous one? Any help would be really appreciated. Thank you. [code]... if (twinkle) { glColor4ub(star[(num-loop)-1].r,star[(num-loop)-1].g,star[(num-loop)-1].b,255); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); } glRotatef(spin,0.0f,0.0f,1.0f); glColor4ub(star[loop].r,star[loop].g,star[loop].b,255); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); ...[/code]