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  2D Translucent Sprites in 3d (2.5D)  (Read 1881 times)
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Offline wessles

JGO Ninja


Medals: 49
Projects: 4
Exp: 3 years


Coding with bad posture since 2011... Nonstop.


« Posted 2013-09-04 06:14:19 »

Hello!
So, I have a whole bunch of translucent sprites next to each other. I did the whole
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glDisable(GL_DEPTH_TEST);
      glEnable(GL_BLEND);
      glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
But it just made it go under the floor, like this:



What do I do?

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Offline HeroesGraveDev

JGO Kernel


Medals: 212
Projects: 11
Exp: 2 years


If it wasn't Awesome, it wasn't me.


« Reply #1 - Posted 2013-09-04 06:55:28 »

You disabled depth testing for some reason

Offline Orangy Tang

JGO Kernel


Medals: 51
Projects: 11


Monkey for a head


« Reply #2 - Posted 2013-09-04 11:01:57 »

If you want hard-edged sprites like those, keep depth test enabled, disable alpha blend and enable alpha test. Then they'll be sorted properly with the rest of your opaque geometry.

You may also want to set an alpha test reference value.

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Offline wessles

JGO Ninja


Medals: 49
Projects: 4
Exp: 3 years


Coding with bad posture since 2011... Nonstop.


« Reply #3 - Posted 2013-09-05 23:26:28 »

Now the alpha is just black.
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glDisable(GL_BLEND);
      glEnable(GL_ALPHA_TEST_FUNC);
     
      glPushMatrix();
      glTranslatef(x + 4.5f, y + 9, z);
      glRotatef((float)Math.toDegrees(Math.atan2(-Camera.x - 4.5f - x, -Camera.z - z)), 0, 1, 0);
      glTranslatef(-4.5f, -9, 0);

      FloatBuffer[] fba = initTVAO(4, 3, 2, new float[] { 0, 0, 0, 0, 18, 0, 9, 18, 0, 9, 0, 0 }, new float[] { 0, 1, 0, 0, 1, 0, 1, 1, });

      glEnableClientState(GL_VERTEX_ARRAY);
      glEnableClientState(GL_TEXTURE_COORD_ARRAY);
      glBindTexture(GL_TEXTURE_2D, texture.getTextureID());
      glTexCoordPointer(2, 0, fba[1]);
      glVertexPointer(3, 0, fba[0]);
      glDrawArrays(GL_QUADS, 0, 4);
      glPopMatrix();


Oh, and I also tried ALPHA_TEST, but I also did ALPHA_TEST_FUNC too, with identical results.

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Offline Freeky

Senior Newbie


Medals: 1



« Reply #4 - Posted 2013-09-07 14:06:20 »

I've had this exact same problem. (thread)
When initializing your OpenGL, you should put the folowing 2 lines in:
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glAlphaFunc(GL_GREATER, 0.1f);
glEnable(GL_ALPHA_TEST);

This will tell openGL not to write pixels with a depth (equal to or) lower than 0.1 to the depth buffer and will thus solve your problem.

I hope it helps, it worked for me.
Offline wessles

JGO Ninja


Medals: 49
Projects: 4
Exp: 3 years


Coding with bad posture since 2011... Nonstop.


« Reply #5 - Posted 2013-09-08 03:41:11 »

Thanks! +1 medal!

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