Transparency problem

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-1 comments, last by Jack Buffington 16 years, 6 months ago
I am writing a plugin for Maya, which uses OpenGL. This could be a problem with something that Maya is doing but I am not sure. I am trying to draw a polygon that has variable transparency. So far I am able to almost do what I want but not quite. What I want is for my polygon to be able to be fully opaque to fully transparent. What I am getting is a polygon that is about half way opaque to fully transparent. I am loading my texture map with glubyte values of 0 to 255 for the alpha channel. I believe that I am setting something up improperly with blending. Any help would be appreciated. -Jack Here is my semi-working code: GLuint textureName; glGenTextures(1,&textureName); // get a texture name glBindTexture(GL_TEXTURE_2D,textureName); // set up that texture glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // this texture not affected by lighting glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // assign the buffer that I created to the texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, GLbuffer); delete GLbuffer; glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); // This commented chunk makes the fully transparent areas black. // The whole texture is opaque with this code // though and that is not what I want. // It is my understanding that this is what I really should be doing except // that it isn't working... //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); // works but seems to have a maximum of 50% transparency glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);

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