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Thread: Alpha Blending Primitives ?

  1. #1

    Alpha Blending Primitives ?

    Hi again, i'd like to know i could draw a cylinder and a disk with alpha blending (so they would be transparent). I tried after binding a texture to use GLXDraw.UseColor(R,G,B,A) but changing the Alpha values does not seems to work. Is there a way to do this using GLXTreem (or perhaps plain OpenGl ?) ??

    Thanks in advance ! Viva GLXTreem

  2. #2

    Alpha Blending Primitives ?

    You'll have to enable blending first, havn't any wrapper for that in glxtreem yet:

    glEnable(GL_BLEND);
    glBlendFunct(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    GLXDraw.UseColor(R,G,B,A)

    // Render primitives.
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

  3. #3

    Alpha Blending Primitives ?

    Thank you AndreasL it works just fine

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