Re: [PyOpenGL-Users] per pixel alpha transparency on textures
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mcfletch
From: <pos...@sl...> - 2005-05-02 19:47:11
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Definately possible. One thing that took me a while was to get the image imported in the right (RGBA) format. I have these snippets: glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) textureSurface = pygame.Surface(destination_dim, pygame.SRCALPHA, 32) textureSurface.fill((0,0,0,0)) textureSurface.blit( sourceSurface, (x_offset,y_offset), (frame_min_x, frame_min_y, sprite_width, sprite_height) ) textureData = pygame.image.tostring(textureSurface, "RGBA", 1) glBindTexture(GL_TEXTURE_2D, textures[i]) glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, textureSurface.get_width(), textureSurface.get_height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData ); glEnable( GL_BLEND ) glEnable( GL_ALPHA_TEST ) glAlphaFunc( GL_GREATER, 0.1 ) glEnable(GL_TEXTURE_2D) glBindTexture( GL_TEXTURE_2D, texture ) Hope that helps. glAlphaFunc is key. -austin > Is per pixel alpha transparency on textures possible? > > I've investigated glBlend and glTexEnvfv, but neither come up with the > results i expected. > > What do other people do to achieve this? > > Sw. > > > ------------------------------------------------------- > This SF.Net email is sponsored by: NEC IT Guy Games. > Get your fingers limbered up and give it your best shot. 4 great events, 4 > opportunities to win big! Highest score wins.NEC IT Guy Games. Play to > win an NEC 61 plasma display. Visit http://www.necitguy.com/?r > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > |