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  Alpha blending - what am I missing?  (Read 1028 times)
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Offline mudman

Junior Member




Here we go again...


« Posted 2006-04-05 20:13:16 »

I tried the following code, thinking it would give me a translucent blue rectangle overlapping a red rectangle - but the blue rectangle is also opaque - am I doing something wrong?
I tried specifying 8 alpha bits in the AWTGLCanvas constructor, but no luck..

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GL11.glColor4f(0, 0, 1, 1f);
GL11.glBegin(GL11.GL_QUADS);
{
GL11.glVertex2f(10, 10);
GL11.glVertex2f(10, 30);
GL11.glVertex2f(30, 30);
GL11.glVertex2f(30,10);
   
         
}
GL11.glEnd();

GL11.glColor4f(1, 0, 0, 0.1f);
GL11.glBegin(GL11.GL_QUADS);
{
GL11.glVertex2f(15, 20);
GL11.glVertex2f(15, 40);
GL11.glVertex2f(25, 40);
GL11.glVertex2f(25,20);
           
                 
}
GL11.glEnd();
Offline princec
« League of Dukes »

JGO Kernel


Medals: 194
Projects: 3


Eh? Who? What? ... Me?


« Reply #1 - Posted 2006-04-05 20:19:38 »

Before you draw the second triangle at least, you need to set the blending function:
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

which tells OpenGL how to blend the pixels of the source (what you're trying to draw) with the destination (what's already been drawn). GL_SRC_ALPHA says, multiply the colour of the source pixels - the red ones - by their alpha, which is 0.1f; GL_ONE_MINUS_SRC_ALPHA says multiply the colour of the destination pixels - the blue ones already drawn - by 1-0.1f, which is 0.9f; then the two values are added together and that's the final colour.

Cas Smiley

Offline mudman

Junior Member




Here we go again...


« Reply #2 - Posted 2006-04-05 21:54:02 »

Thanks Smiley I couldn't get to work but looking around in here I saw I also had to call GL11.glEnable(GL_BLEND);
Works like a charm now:)
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