reubert
2004.10.29, 06:22 PM
This is driving me nuts...
If I render all my cloud particles using blend mode GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, They look how I want.
If I then call glCopyTexSubImage2D() to create an imposter texture and render the result with the same alpha mode, the result looks way too transparent.
I've tried premultiplying the particle texture - (R,G,B * alpha). This looks wrong with an assortment of blend modes, including GL_ONE, GL_ONE_MINUS_SRC_ALPHA, which I believe should work. And this is just rendering the particles, without worrying about copying to the imposter texture. In this case, everything is either full white or zero alpha. No color, no partial alpha.
Can anyone tell me the proper way of dealing with alpha when rendering to a texture? There seems to be absolutely no information about this anywhere. It's like it should "just work" or something.
Cheers,
Frustrated Dave.
If I render all my cloud particles using blend mode GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, They look how I want.
If I then call glCopyTexSubImage2D() to create an imposter texture and render the result with the same alpha mode, the result looks way too transparent.
I've tried premultiplying the particle texture - (R,G,B * alpha). This looks wrong with an assortment of blend modes, including GL_ONE, GL_ONE_MINUS_SRC_ALPHA, which I believe should work. And this is just rendering the particles, without worrying about copying to the imposter texture. In this case, everything is either full white or zero alpha. No color, no partial alpha.
Can anyone tell me the proper way of dealing with alpha when rendering to a texture? There seems to be absolutely no information about this anywhere. It's like it should "just work" or something.
Cheers,
Frustrated Dave.