Mars_999
2003.03.26, 01:54 AM
When I was on the PC I had no problems with setting up alpha transparency now I am on the Mac again I am having a problem getting my textures to use alpha? I have almost tried all the possible combos to get it to work and no dice. Anyone have any ideas what might be wrong?
//these functions are used in the init opengl function
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
void Render(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glLoadIdentity();
glTranslatef(0.5f, 0.0f, -10.0f);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.0f, 1.0f, 0.0f);
glEnd();
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -10.0f);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.0f, 1.0f, 0.0f);
glEnd();
glDisable(GL_BLEND);
glDisable(GL_ALPHA);
glDisable(GL_TEXTURE_2D);
SDL_GL_SwapBuffers();
}
//these functions are used in the init opengl function
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
void Render(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glLoadIdentity();
glTranslatef(0.5f, 0.0f, -10.0f);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.0f, 1.0f, 0.0f);
glEnd();
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -10.0f);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.0f, 1.0f, 0.0f);
glEnd();
glDisable(GL_BLEND);
glDisable(GL_ALPHA);
glDisable(GL_TEXTURE_2D);
SDL_GL_SwapBuffers();
}