Hello im using openGL to 2d drawning on my framework and im typing to much ->
glEnable(GL_BLEND);
// stuff
glDisable(GL_BLEND);
its really necessary :?:
or i can just enable it at the openGL setup?
Hello im using openGL to 2d drawning on my framework and im typing to much ->
glEnable(GL_BLEND);
// stuff
glDisable(GL_BLEND);
its really necessary :?:
or i can just enable it at the openGL setup?
From brazil (:
Pascal pownz!
I have it always enabled on my projects. Why disable it? It is needed for alpha channeled textures that are farely common.
disable it so that you save the gpu from using unneccesary alpha calc. when unneeded.. perhaps to speed things up?Originally Posted by User137
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
i will let it enabled at the begining, 80% of blits uses alpha...Originally Posted by Delfi
From brazil (:
Pascal pownz!
A trick I use to get rid of some artifacts caused by displaying scaled or rotated transparent textures in my 2D games is as follows.
[pascal] glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_ALPHA_TEST);[/pascal]
This is just so much better than playing with Alpha Test. Especially when you are using a pre-rendering method of creating sprites.
Bookmarks