Blending, alpha and clear color

Started by Teqqles, August 24, 2006, 12:21:43

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Teqqles

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...
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DJL

Teqqles

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DJL

Rasengan

so, let's share your Xperience...  :wink: how do you fix that?

Teqqles

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
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DJL