Depth buffer / blending problem
I am currently working on a small shooter game I have textured quads for objects, a player object , a bad guy object and a large quad for the background. I have rendered the background with a z coordinate of -3 and the other objects at -1. The problem is that the player and the bad guy are drawn behind the background. I have been playing with the Depth function but to no avail. here is my blending function glBlendFunc(GL_SRC_ALPHA,GL_ONE); to make black transparent.
can any of you guys suggest anything??
Thanks
First of all check id the Depth_test is enabled ->
glEnable(GL_DEPTH_TEST);
if this is set and still doesn`t work tell me the order of the rendering.
Second , the blending.If you want the black to dissapear and the other color not to get mixed you should get into the alpha channel and set an alphafunction.
And third ->youre blend func needs youre glColor4f() for an alpha
I hope this helps...
glEnable(GL_DEPTH_TEST);
if this is set and still doesn`t work tell me the order of the rendering.
Second , the blending.If you want the black to dissapear and the other color not to get mixed you should get into the alpha channel and set an alphafunction.
And third ->youre blend func needs youre glColor4f() for an alpha
I hope this helps...
Relative Games - My apps
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