I am trying port a 2d game from GDI to OpenGL.
It is my understanding that in order to draw a picture on screen i need to draw a Quad and give a UV map and then apply the texture. With a bit of googling and thinking i made the quad and the UV. So now i want to draw a picture on said quad. The picture is a PNG with Transparenct. But the Alpha is kind of being ignored unless i specify something like “32bppArgb”.
The picture i am trying to draw:
and this is the output when i draw a 10x10 grid:
it seems like a channel problem since i have tried to shuffle around the byte order to match ARGB => BGRA || RGBA watnot.
I even tried something like like for test:
R = 255
G = 255
B = 255
A = A
This code should produce a white silhouette right? It’s red… Also this will yield excactly the same result:
R = 255
G = 0
B = 0
A = A
this setup is google and paste but not working.
var gl = openGLControl.OpenGL;
var textureImage = Resources.Resource1.bg;
gl.Enable(OpenGL.GL_TEXTURE_2D);
gl.GenTextures(1, textures);
gl.BindTexture(OpenGL.GL_TEXTURE_2D, textures[0]);
gl.Enable(OpenGL.GL_BLEND);
gl.BlendFunc(OpenGL.GL_SRC_ALPHA, OpenGL.GL_DST_ALPHA);
var locked = textureImage.LockBits(
new Rectangle(0, 0, textureImage.Width, textureImage.Height),
System.Drawing.Imaging.ImageLockMode.ReadOnly,
System.Drawing.Imaging.PixelFormat.Format32bppArgb
);
gl.TexImage2D(
OpenGL.GL_TEXTURE_2D,
0,
4, // found this number online, 4 channels = RGBA or something
textureImage.Width,
textureImage.Height,
0,
OpenGL.GL_RGBA, // not sure what to put here
OpenGL.GL_UNSIGNED_BYTE,
locked.Scan0
);
// found this by google but not really sure what it does?
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_S, OpenGL.GL_CLAMP);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_T, OpenGL.GL_CLAMP);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, OpenGL.GL_LINEAR);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, OpenGL.GL_LINEAR);
Any help is greatly appreciated. :sorrow: