erkosone wrote:Hola Night, según estoy viendo por algunos foros hay que activar una feature en la tinyGL para que los sprites se pinten con transparencia, yo no tengo mucha idea del tema GL por eso que pego la info que he encontrado por si CicTec sabe como añadirlo o comprobar si esto está activo en el modulo para que pueda pintar texturas con alpha channel:
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your problem is that even if blending is enabled pixels are always written to the buffers (color/depth). even completely transparent ones. if you want to disable writing of transparent pixels you should enable alpha testing. another solution (but this depends what you want to achieve) is to disable writing to depthbuffer completely (glDepthMask(GL_FALSE) or disable depth buffer testing. this way elements won't be 'sorted' but with this example it doesn't really matter.
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This is an example to see what is the problem, but for my effect i need depth buffer, i tried before to enable glEnable(GL_ALPHA_TEST), and it didn't work when i tried, but now it works, i added glAlphaFunc(GL_GREATER, 0.4f) and this was the part missing.
Thanks a lot, Kiero!
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No se si esto pueda orientar a CicTec para activar correctamente las transparencias en esta librería.
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