Hi, I disabled the depth test and enabled the blending like said in other threads, however the map is not transparent.
Here is my current code,
[Code=“java”]
glBegin(GL_TRIANGLE_STRIP);
boolean water = false;
for (int x = 0; x < data[z].length; x++) {
// Take a vertex from the current strip
if (((blue[z][x] / 255) < 0.4)){
glColor3f((red[z][x] / 255) / 2
+ (float) (Math.random() / 10), (green[z][x] / 255)
/ 2 + (float) (Math.random() / 10),
(blue[z][x] / 255) / 2
+ (float) (Math.random() / 10));
glVertex3f(x, data[z][x], z);
glVertex3f(x, data[z + 1][x], z + 1);
}else {
glEnable(GL_DEPTH_TEST);
glEnable (GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glAlphaFunc(GL_ALWAYS, 1);
water = true;
//glEnd();
//glBegin(GL_TRIANGLE_STRIP);
/glColor4d((red[z][x] / 255) / 2
+ (float) (Math.random() / 20), (green[z][x] / 255)
/ 2 + (float) (Math.random() / 20),
(blue[z][x] / 255) / 2
+ (float) (Math.random() / 20), 0.5f);/
glColor4f(1.0f,1.0f,1.0f,0.5f);
glVertex3f(x, data[z][x], z);
glVertex3f(x, data[z + 1][x], z + 1);
}
If it makes any difference, it is rendered using a Display List.