von
04-29-2003, 03:45 PM
My goal is to render semi-tranparent geometry using a texture's alpha values. In the texture's alpha channel, black is transparent, white is opaque, and everything in between is partially transparent. I am having trouble with the in between part. It seems like any alpha value that is not totally white is completely transparent.
My blending function is:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
I am working in windows and I am curious if the cAlphaBits field of the pixelformatdescriptor is important. Changing it from 0 to 8 had no effect. Is there some obvious setting in OpenGL that I am forgetting? Can OpenGL even do this kind of blending?
Thanks in response,
Von
My blending function is:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
I am working in windows and I am curious if the cAlphaBits field of the pixelformatdescriptor is important. Changing it from 0 to 8 had no effect. Is there some obvious setting in OpenGL that I am forgetting? Can OpenGL even do this kind of blending?
Thanks in response,
Von