LWJGL Forum
Programming => OpenGL => Topic started by: Teqqles on August 24, 2006, 12:21:43
-
I've partially written a 3d engine and come across a bit of a problem:
- I load my obj file pngs with alpha channel
- I map the material information to my object with blending enabled (func = GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
- run the test app (with my poorly drawn model) and I see edges on my textures - in the colour of my clear colour call.
- Decided to make sure the alpha was set - Alpha func enabled, edges disappear
Now using the alpha test to remove edges is all well and good, but I still have the issue with partially visible pixel data.
Any ideas on how to fix this? I've tried moving objects in and out of display lists, etc, the alpha information is definately available...
-
ignore, working around it
-
so, let's share your Xperience... :wink: how do you fix that?
-
Material alpha and :
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glAlphaFunc(GL11.GL_GREATER, 0.1f);
Not the ideal solution to my problem, but for the current project it works and near enough is good enough as far as I am concerned right now :P