Tomy
1
hi,
I am using this simple shader to color a 3d texture using a 1d texture as a color palette.
uniform sampler3D oTexture;
uniform sampler1D oPalette;
void main()
{
gl_FragColor = texture1D(oPalette, texture3D(oTexture, gl_TexCoord[0].xyz));
}’;
When I enable blending using:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
the appearance of the texture becomes so dimmed… hardly visible… colored though… any ideas?
Thanks
Humus
2
Well, the obvious solution would be to boost the alpha a bit in your lookup table.
Tomy
3
The alpha lookup table I am using is linear against the color index with slope=1. I boosted the alpha values… but there was no change in the output
system
Closed
4
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