Is this a help forum or a fudge forum!
If it is a help forumn->
could some one please show me how to draw a subimage with transparent areas on top of another image!
Every time I try using this ****ing code.
The transparent areas turn black instead of showing the image beneath.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f) ;
glShadeModel(GL_FLAT);
file://glEnable(GL_DEPTH_TEST);
int x,y;
for(x =0; x < 128; x++)
{
for(y = 0; y < 128; y++)
{
Tile[x][y][0] = 255;
Tile[x][y][1] = 0;
Tile[x][y][2] = 0;
Tile[x][y][3] = 255;
}
}
pngLoadRaw(“E:\Grass.png”,&info[0]);
pngLoadRaw(“E:\Marsh.png”,&info[1]);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 128, 128,
0, GL_RGBA, GL_UNSIGNED_BYTE,Tile) ;
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,64,64,GL_RGB,GL_UNSIGNED_BYTE,info[0].Data);
glTexSubImage2D(GL_TEXTURE_2D,0,0,64,64,64,GL_RGB,GL_UNSIGNED_BYTE,info[0].Data);
glTexSubImage2D(GL_TEXTURE_2D,0,64,0,64,64,GL_RGB,GL_UNSIGNED_BYTE,info[0].Data);
glTexSubImage2D(GL_TEXTURE_2D,0,64,64,64,64,GL_RGB,GL_UNSIGNED_BYTE,info[0].Data);
void COpenGLView: rawGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5);
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,64,64,GL_RGBA,GL_UNSIGNED_BYTE,info[1].Data);
glBegin(GL_QUADS);
glTexCoord2f(0,0); glVertex2i(10,138);
glTexCoord2f(0,1); glVertex2i(10,10);
glTexCoord2f(1,1); glVertex2i(138,10);
glTexCoord2f(1,0); glVertex2i(138,138);
glEnd();
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TESTglFlush();
glDisable(GL_TEXTURE_2D);
}
Opengl easier then D3D!
My arsehole!