RE: [PyOpenGL-Users] Lighting and texturing
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mcfletch
From: Mike C. F. <mcf...@ho...> - 2001-09-23 16:08:22
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Just a note, beyond just enabling blending, you normally want to sort the triangles from farthest to nearest for rendering. The OpenGLContext/scenegraph/arraygeometry classes (and some supporting modules) do that if you need sample code. It's not fancy (no resolution of equi-distant interfering geometry, for instance, no tessellation where triangles intersect for another), but it can avoid having some of the artefacts. Enjoy, Mike -----Original Message----- From: pyo...@li... [mailto:pyo...@li...]On Behalf Of Richard Jones Sent: September 22, 2001 19:21 To: pyo...@li... Subject: Re: [PyOpenGL-Users] Lighting and texturing ... Actually, the image is fine... I just got the alpha stuff going - the GL_BLEND isn't the TexEnv, it's just something that needs glEnable'ing. Fixed! ... |