Almost there. I’ve gotten rid of the border but now the image color is all black. This is what I mean:
This is how the image looks in photoshop cs:
and this is my source code from the init function:
glEnable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(1.0, 1.0, 1.0, 1.0);
glEnable(GL_TEXTURE_2D);
g_tgaFile = new TGAFILE;
LoadTGAFile("pp.tga", g_tgaFile);
glGenTextures(1, &texture); // generate texture object
glBindTexture(GL_TEXTURE_2D, texture); // enable our texture object
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, g_tgaFile->imageWidth,
g_tgaFile->imageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, g_tgaFile->imageData);
and in my display function:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glColor3f(0.0, 1.0, 0.5);
glRecti(-560, -450, -200, -300);
glColor3f(0.0, 0.0, 0.0);
glRecti(200, 0, 400, 100);
glTranslatef(0.0, 0.0, 1.0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, texture);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 1.0); glVertex2f(g_fFingerX, g_fFingerY);
glTexCoord2f(0.0, 0.0); glVertex2f(g_fFingerX, g_fFingerY - g_fFingerSize);
glTexCoord2f(1.0, 0.0); glVertex2f(g_fFingerX + (g_fFingerSize * 2.0 / 4.0), g_fFingerY - g_fFingerSize);
glTexCoord2f(1.0, 1.0); glVertex2f(g_fFingerX + (g_fFingerSize * 2.0 / 4.0), g_fFingerY);
glEnd();
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glutSwapBuffers();
glutPostRedisplay();
Any ideas? I’m out of luck.