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  • Preserving the GLBlendFunc

    - by Michael Minerva
    I need to preserve the current GlBlendFunc so can restore it after I do some work. It seems that this is not one of the attributes that can be saved with GLPushAttrib, is there some other similar method I can use to preserve the state?

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  • Constant opacity with glBlendFunc on iPhone

    - by Jeff Johnson
    What glBlendFunc should I use to ensure that the opacity of my drawing is always the same? When I use glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) and multiple images are drawn on top of each other, the result is more and more opaque until it's completely opaque after a certain number of imgaes. The closest I have come is to use glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA) which maintains a constant opacity no matter how many images are on top of each other, although there is a slight variation in opacity if the images overlap each other. Any other render states I should consider trying? Any other ideas? I am making a drawing app for my kid and I don't want the images (brush) they draw to cover up the background. Heres the closest I've got: I want to have it so that the overlap part of the circles is the same color and opacity as the center part of the circle. I am using cocos2d iphone v. 0.99

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  • DirectX equivalent of glBlendFunc(............)

    - by Jimmy Bouker
    I created a particle System in OpenGl that's working great. When I want to get a burning effect of a fire or a beam or something(Where the system kind of "glows" and fuses all the colors together) I use this method call with OpenGL. glBlendFunc(GL_SRC_ALPHA,GL_SRC_ALPHA) glBlendFunc(GL_DST_ALPHA,GL_ONE) I'm now trying to do the same thing using Direct3D Here is what I have tried: graphicsDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); graphicsDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); graphicsDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); but this has absolutely no effect at all on the look of my game! Anyone have a clue what could be the problem?

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  • glBlendFunc() with 32-bit RGBA textures

    - by oldSkool
    I have a texture that is semi-transparent with varying opacity at different locations. I have the main texture bitmap, and a mask bitmap. When the program executes, the alpha values from the mask bitmap are loaded into the alpha values of the main texture bitmap. The areas that I want to be transparent have a value of 255 alpha, and the areas that I want to remain totally opaque have values of 0 alpha. There are in-between values also for mid-transparency. I have tried all manner of glBlendFunc() settings, but it is either completely invisible or it acts on the RGB colors of the source texture. Any help out there?

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  • negative color with glBlendFunc() ?

    - by Newbie
    i want my lines to be drawn with negative color (taken from the screen under the line), i just didnt understand how the blending works, looked at docs etc, tested 50 combinations and so on. started to think its not possible at all... could someone just give the two values, im tired of thinking how it works. thanks,

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  • Creating an OpenGL texture with alpha using NSBitmapImageRep

    - by BROK3N S0UL
    I am loading a PNG using: theImage = [NSBitmapImageRep imageRepWithContentsOfFile:imagePath]; from which I can successfully create a gl texture and render correctly without any transparency. However, when I switch blending on using: glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); The texture renders with the correct transparent background, but the image colours are incorrect. I have tried several options in the blend function, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_DST_ALPHA, etc. I was taught maybe I need to reorder the bits in the image data, maybe the channels have been mixed up, but I would not expect it to render correctly when blending is off in that case. Alternatively, I could use libPNG I guess, but I would like to try using a NSBitmapImageRep if it is possible.

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  • I enabled and setup glBlendFunc, but my texture has a white outline. What am I doing wrong?

    - by vinzBad
    You can see most of my source code in this question: Instead of the specified Texture, black circles on a green background are getting rendered. Why? Now I have the problem, that my texture has a white outline on its transparent parts. After googling and setting up glBlendFunc, the outline just got "softer". This is how it looks like: This is how I now setup OpenGL: public static void SetupGL() { GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); }

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  • Understanding how OpenGL blending works

    - by yuumei
    I am attempting to understand how OpenGL (ES) blending works. I am finding it difficult to understand the documentation and how the results of glBlendFunc and glBlendEquation effect the final pixel that is written. Do the source and destination out of glBlendFunc get added together with GL_FUNC_ADD by default? This seems wrong because "basic" blending of GL_ONE, GL_ONE would output 2,2,2,2 then (Source giving 1,1,1,1 and dest giving 1,1,1,1). I have written the following pseudo-code, what have I got wrong? struct colour { float r, g, b, a; }; colour blend_factor( GLenum factor, colour source, colour destination, colour blend_colour ) { colour colour_factor; float i = min( source.a, 1 - destination.a ); // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendFunc.xml switch( factor ) { case GL_ZERO: colour_factor = { 0, 0, 0, 0 }; break; case GL_ONE: colour_factor = { 1, 1, 1, 1 }; break; case GL_SRC_COLOR: colour_factor = source; break; case GL_ONE_MINUS_SRC_COLOR: colour_factor = { 1 - source.r, 1 - source.g, 1 - source.b, 1 - source.a }; break; // ... } return colour_factor; } colour blend( colour & source, colour destination, GLenum source_factor, // from glBlendFunc GLenum destination_factor, // from glBlendFunc colour blend_colour, // from glBlendColor GLenum blend_equation // from glBlendEquation ) { colour source_colour = blend_factor( source_factor, source, destination, blend_colour ); colour destination_colour = blend_factor( destination_factor, source, destination, blend_colour ); colour output; // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendEquation.xml switch( blend_equation ) { case GL_FUNC_ADD: output = add( source_colour, destination_colour ); case GL_FUNC_SUBTRACT: output = sub( source_colour, destination_colour ); case GL_FUNC_REVERSE_SUBTRACT: output = sub( destination_colour, source_colour ); } return output; } void do_pixel() { colour final_colour; // Blending if( enable_blending ) { final_colour = blend( current_colour_output, framebuffer[ pixel ], ... ); } else { final_colour = current_colour_output; } } Thanks!

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  • iPhone OpenGL ES Texture2D Masking

    - by Robert Neagu
    What's the best choice when trying to mask a texture like ColorSplash or other apps like iSteam, etc? I started learning OPENGL ES like... 4 days ago (I'm a total rookie) and tried the following approach: 1) I created a colored texture2D, a grayscale version of the first texture and a third texture2D called mask 2) I also created a texture2D for the brush... which is grayscale and it's opaque (brush = black = 0,0,0,1 and surroundings = white = 1,1,1,1). My intention was to create an antialiased brush with smooth edges but i'm fine with a normal one right now 3) I searched for masking techniques on the internet and found this tutorial ZeusCMD - Design and Development Tutorials : OpenGL ES Programming Tutorials - Masking about masking. The tutorial tells me to use blending to achieve masking... first draw colored, then mask with glBlendFunc(GL_DST_COLOR, GL_ZERO) and then grayscale with glBlendFunc(GL_ONE, GL_ONE) ... and this gives me something close to what i want... but not exactly what i want. The result is masked but it's somehow overbright-ed 4) For drawing to the mask texture i used an extra frame buffer object (FBO) I'm not really happy with the resulting image (overbright-ed picture) nor with the speed achieved with this method. I think the normal way was to draw directly to the grayscale (overlay) texture2D affecting only it's alpha channel in the places where the brush hits. Is there a fast way to achieve this? I have searched a lot and never got an answer that's clear and understandable. Then, in the main draw loop I could only draw the colored texture and then blend the grayscale ontop with glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA). I just want to learn to use OPENGL ES and it's driving me nuts because i can't get it to work properly. An advice, a link to a tutorial would be much appreciated.

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  • Opengl: Problem with masking

    - by Shaza
    Hey all, I'm working on creating a hole in a wall using masking in opengl, my code is quit simple like this, //Draw the mask glEnable(GL_BLEND); glBlendFunc(GL_DST_COLOR,GL_ZERO); glBindTexture(GL_TEXTURE_2D, texture[3]); glBegin(GL_QUADS); glTexCoord2d(0,0); glVertex3f(-20,40,-20); glTexCoord2d(0,1);glVertex3f(-20,40,40); glTexCoord2d(1,1);glVertex3f(20,40,40); glTexCoord2d(1,0);glVertex3f(20,40,-20); glEnd(); //Draw the Texture glBlendFunc(GL_ONE, GL_ONE); glBindTexture(GL_TEXTURE_2D, texture[2]); glBegin(GL_QUADS); glTexCoord2d(0,0); glVertex3f(-20,40,-20); glTexCoord2d(0,1);glVertex3f(-20,40,40); glTexCoord2d(1,1);glVertex3f(20,40,40); glTexCoord2d(1,0);glVertex3f(20,40,-20); glEnd(); The problem is, I got the hole in the wall correctly but it's semi transparent, I'm getting like black shade over it, also I can see through it. Here's a photo for what I'm getting: any suggestions?

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  • OpenGL ES 2.0: Vertex and Fragment Shader for 2D with Transparency

    - by Bunkai.Satori
    Could I knindly ask for correct examples of OpenGL ES 2.0 Vertex and Fragment shader for displaying 2D textured sprites with transparency? I have fairly simple shaders that display textured polygon pairs but transparency is not applied despite: texture map contains transparency information Blending is enabled: glEnable(GL_BLEND); glEnable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); My Vertex Shader: uniform mat4 uOrthoProjection; uniform vec3 Translation; attribute vec4 Position; attribute vec2 TextureCoord; varying vec2 TextureCoordOut; void main() { gl_Position = uOrthoProjection * (Position + vec4(Translation, 0)); TextureCoordOut = TextureCoord; } My Fragment Shader: varying mediump vec2 TextureCoordOut; uniform sampler2D Sampler; void main() { gl_FragColor = texture2D(Sampler, TextureCoordOut); }

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  • Lighting get darker when texture is aplied

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • Texture and Lighting Issue in 3D world

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • Artifacts when draw particles with some alpha

    - by piotrek
    I want to draw in my game some particles. But when I draw one particle above another particle, alpha channel from this above "clear" previous drawed particle. I set in OpenGL blend in this way: glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); My fragment shader for particle is very simple: precision highp float; precision highp int; uniform sampler2D u_maps[2]; varying vec2 v_texture; uniform float opaque; uniform vec3 colorize; void main() { vec4 texColor = texture2D(u_maps[0], v_texture); gl_FragColor.rgb = texColor.rgb * colorize.rgb; gl_FragColor.a = texColor.a * opaque; } I attach screenshot from this: Do you know what I made wrong ? I use OpenGL ES 2.0.

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  • Transparent parts of texture are opaque black instead

    - by Aaron
    I render a sprite twice, one on top of the other. The sprites have transparent parts, so I should be able to see the bottom sprite under the top sprite. The transparent parts are black (the clear colour) and opaque instead though and the topmost sprite blocks the bottom sprite. My fragment shader is trivial: uniform sampler2D texture; varying vec2 f_texcoord; void main() { gl_FragColor = texture2D(texture, f_texcoord); } I have glEnable(GL_BLEND) and glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) in my initialization code. My texture comes from a PNG file that I load with libpng. I'm sure to use GL_RGBA when initializing the texture with glTexImage2D (otherwise the sprites look like noise).

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  • How to render a texture partly transparent?

    - by megamoustache
    Good Morning StackOverflow, I'm having a bit of a problem right now as I can't seem to find a way to render part of a texture transparently with openGL. Here is my setting : I have a quad, representing a wall, covered with this texture (converted to PNG for uploading purposes). Obviously, I want the wall to be opaque, except for the panes of glass. There is another plane behind the wall which is supposed to show a landscape. I want to see the landscape from behind the window. Each texture is a TGA with alpha channel. The "landscape" is rendered first, then the wall. I thought it would be sufficient to achieve this effect but apparently it's not the case. The part of the window supposed to be transparent is black and the landscape only appears when I move past the wall. I tried to fiddle with GLBlendFunc() after having enabled it but it doesn't seem to do the trick. Am i forgetting an important step ? Thank you :)

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  • Pyglet OpenGL drawing anti-aliasing

    - by Jared Forsyth
    I've been looking around for a way to anti-alias lines in OpenGL, but none of them seem to work... here's some example code: import pyglet from pyglet.gl import * window = pyglet.window.Window(resizable=True) @window.event def on_draw(): window.clear() pyglet.gl.glColor4f(1.0,0,0,1.0) glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glEnable (GL_BLEND) glEnable (GL_LINE_SMOOTH); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE) glLineWidth (3) pyglet.graphics.draw(2, pyglet.gl.GL_LINES, ('v2i', (10, 15, 300, 305)) ) pyglet.app.run() Can anyone see what I am doing wrong?

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  • Use only alpha channel of texture in OpenGL?

    - by Chris
    Hey, I'm trying to draw a constant color to the framebuffer and blend it using the alpha channel from an RGBA texture. I've been looking at glBlendFunc and glBlendColor, but can't seem to figure out a way to ignore the RGB values from the texture. I'm thinking I'll have to pull out the alpha values myself and make a second texture with GL_ALPHA. Is there a better way to do this? Thanks!

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  • Opengl: use a texture only to give alpha channel to a colored object

    - by Damian
    I'm new at OpenGL and I can't find out how to do this: I want to render a letter and be able to change it's color, so I have a texture with the letter on a transparent background. I managed to render it using this code: glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) But that renders the letter in black, as it's on the texture. How can I render it with the color setted with glColor4f?

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  • Change texture opacity in OpenGL

    - by zoul
    Hello! This is hopefully a simple question: I have an OpenGL texture and would like to be able to change its opacity, how do I do that? The texture already has an alpha channel and blending works fine, but I want to be able to decrease the opacity of the whole texture, to fade it into the background. I have fiddled with glBlendFunc, but with no luck – it seems that I would need something like GL_SRC_ALPHA_MINUS_CONSTANT, which is not available. I am working on iPhone, with OpenGL ES.

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  • How to stop OpenGL from applying blending to certain content? (cocos2d/iPhone/OpenGL)

    - by RexOnRoids
    Supporting Info: I use cocos2d to draw a sprite (graph background) on the screen (z:-1). I then use cocos2d to draw lines/points (z:0) on top of the background -- and make some calls to OpenGL blending functions before the drawing to SMOOTH out the lines. Problem: The problem is that: aside from producing smooth lines/points, calling these OpenGL blending functions seems to degrade the underlying sprite (graph background). So there is a tradeoff: I can either have (Case 1) a nice background and choppy lines/points, or I can have (Case 2) nice smooth lines/points and a degraded background. But obviously I need both. The Code: I have included code of the draw() method of the CCLayer for both cases explained above. As you can see, the code producing the difference between Case 1 and Case 2 seems to be 1 or 2 lines involving OpenGL Blending. Case 1 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Commenting out the following two lines induces a problem of making it impossible to have smooth lines/points, but has merit in that it does not degrade the background sprite.*/ //glEnable (GL_BLEND); //glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } } Case 2 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Enabling the following two lines gives nice smooth lines/points, but has a problem in that it degrades the background sprite.*/ glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } }

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  • How to stop OpenGL from applying blending to certain content? (see pics)

    - by RexOnRoids
    Supporting Info: I use cocos2d to draw a sprite (graph background) on the screen (z:-1). I then use cocos2d to draw lines/points (z:0) on top of the background -- and make some calls to OpenGL blending functions before the drawing to SMOOTH out the lines. Problem: The problem is that: aside from producing smooth lines/points, calling these OpenGL blending functions seems to "degrade" the underlying sprite (graph background). As you can see from the images below, the "degraded" background seems to be made darker and less sharp in Case 2. So there is a tradeoff: I can either have (Case 1) a nice background and choppy lines/points, or I can have (Case 2) nice smooth lines/points and a degraded background. But obviously I need both. THE QUESTION: How do I set OpenGL so as to only apply the blending to the layer with the Lines/Points in it and thus leave the background alone? The Code: I have included code of the draw() method of the CCLayer for both cases explained above. As you can see, the code producing the difference between Case 1 and Case 2 seems to be 1 or 2 lines involving OpenGL Blending. Case 1 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Commenting out the following two lines induces a problem of making it impossible to have smooth lines/points, but has merit in that it does not degrade the background sprite.*/ //glEnable (GL_BLEND); //glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } } Case 2 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Enabling the following two lines gives nice smooth lines/points, but has a problem in that it degrades the background sprite.*/ glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } }

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  • OpenGL: Attempt to allocate a texture to big for the current hardware

    - by AnonymousMan
    I'm getting the following error: java.io.IOException: Attempt to allocate a texture to big for the current hardware at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:320) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:254) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:200) at org.newdawn.slick.opengl.TextureLoader.getTexture(TextureLoader.java:64) at org.newdawn.slick.opengl.TextureLoader.getTexture(TextureLoader.java:24) The image I'm trying to use is 128x128. System.out.println(GL11.glGetInteger(GL11.GL_MAX_TEXTURE_SIZE)); I get: 32. 32??!! My graphics card is AMD Radeon HD 7970M with 2048 MB GDDR5 RAM, I can run all the latest games in 1080p and 60fps with no problem, and those textures sure as hell doesn't look like they are 32x32 pixels to me! How can I fix this? -- Edit: Here's the chaos code I use to init OpenGL: Display.setDisplayMode(new DisplayMode(500,500)); Display.create(); if (!GLContext.getCapabilities().OpenGL11) { throw new Exception("OpenGL 1.1 not supported."); } Display.setTitle("Game"); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluPerspective(45, 1, 0.1f, 5000); Mouse.setGrabbed(true); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_TEXTURE_2D); glClearColor(0, 0, 0, 0); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_POINT_SMOOTH); glEnable(GL_LINE_SMOOTH); glEnable(GL_POLYGON_SMOOTH); glEnable(GL_POLYGON_OFFSET_FILL); glShadeModel(GL_SMOOTH); Display is a LWJGL thing, it makes the OpenGL context and the window. Anyway, I don't think there's anything in the init code that can help me but you never know...

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  • How do I use depth testing and texture transparency together in my 2.5D world?

    - by nbolton
    Note: I've already found an answer (which I will post after this question) - I was just wondering if I was doing it right, or if there is a better way. I'm making a "2.5D" isometric game using OpenGL ES (JOGL). By "2.5D", I mean that the world is 3D, but it is rendered using 2D isometric tiles. The original problem I had to solve was that my textures had to be rendered in order (from back to front), so that the tiles overlapped properly to create the proper effect. After some reading, I quickly realised that this is the "old hat" 2D approach. This became difficult to do efficiently, since the 3D world can be modified by the player (so stuff can appear anywhere in 3D space) - so it seemed logical that I take advantage of the depth buffer. This meant that I didn't have to worry about rendering stuff in the correct order. However, I faced a problem. If you use GL_DEPTH_TEST and GL_BLEND together, it creates an effect where objects are blended with the background before they are "sorted" by z order (meaning that you get a weird kind of overlap where the transparency should be). Here's some pseudo code that should illustrate the problem (incidentally, I'm using libgdx for Android). create() { // ... // some other code here // ... Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glEnable(GL10.GL_BLEND); } render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); // ... // bind texture and create vertices // ... } So the question is: How do I solve the transparency overlap problem?

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