bregchel

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About bregchel

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  1. OpenGL Texturing Issue with OpenGL

      where do I do that?
  2. Hi,    I'm working with opengl texturing in 2D, but I need help :) first of all, I'm new at OpenGL, so try not to be so technical in your explanation, i will thank you so much :)   To explain my problem, look at this picture:     as you can see, the ship and the asteroids are quads textured, but i want to "not print" the "black" parts of the quads. I try to use BLENDING, and although the black parts disappear, the colors blend with the background.     This is how i am blending     glMatrixMode(GL_MODELVIEW); glPushMatrix(); // guardamos la matriz actual glTranslatef(centro.x, centro.y, 0.0); glRotatef(theta, 0.0, 0.0, 1.0); glTranslatef(-centro.x, -centro.y, 0.0);   glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBindTexture(GL_TEXTURE_2D, texture.TexName());   glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE);   glColor3f(1.0, 1.0, 1.0); glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex3f(centro.x - dx, centro.y + dy, 0.0); glTexCoord2f(0.0, 1.0); glVertex3f(centro.x + dx, centro.y + dy, 0.0); glTexCoord2f(1.0, 1.0); glVertex3f(centro.x + dx, centro.y - dy, 0.0); glTexCoord2f(1.0, 0.0); glVertex3f(centro.x - dx, centro.y - dy, 0.0); glEnd();   glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glPopMatrix(); // restablecemos la matriz original     Any ideas? Thank you!!