What the heck happened to ma code ???
Well Ill try again here :
int LoadGLTextures() //Loads bitmaps and converts to textures
{
int status=false;
char *names[10]={"Data/cubes_texture.bmp","Data/logo.bmp","Data/presents.bmp","Data/demo.bmp","Data/call.bmp","Data/force.bmp","Data/white.bmp","Data/env_back.bmp","Data/sky.bmp","Data/star.bmp"};
AUX_RGBImageRec *texture1[10];
memset(texture1,0,sizeof(void*)*10);
for (int a=0;a<=9;a++)
{
if (texture1Link
Alpha blending?
ARGHH, this forum realy sucks, Ill tell you whats inside that for loop
status=true;
glGenTextures(1, &texturesLink
status=true;
glGenTextures(1, &texturesLink
quote: Original post by Alazorn
ARGHH, this forum realy sucks, Ill tell you whats inside that for loop
Don''t knock the forum. You have HTML stuff inside there so it''s getting eaten, it isn''t gamedev-forum specific
Put your code in [_source_] blocks, without the _''s.
Here it is:
int LoadGLTextures() //Loads bitmaps and converts to textures{ int status=false; char *names[10]={"Data/cubes_texture.bmp","Data/logo.bmp","Data/presents.bmp","Data/demo.bmp","Data/call.bmp","Data/force.bmp","Data/white.bmp","Data/env_back.bmp","Data/sky.bmp","Data/star.bmp"}; AUX_RGBImageRec *texture1[10]; memset(texture1,0,sizeof(void*)*10); for (int a=0;a<=9;a++) { if (texture1[a]http://=LoadBMP(names[a])) //Loads the texture { status=true; glGenTextures(1, &textures[a]); //Generates the texture glBindTexture(GL_TEXTURE_2D,textures[a]); //Creates the texture glTexImage2D(GL_TEXTURE_2D,0,3,texture1[a]->sizeX,texture1[a]->sizeY,0,GL_RGB,GL_UNSIGNED_BYTE,texture1[a]->data); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); //Type of Zoom filter glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); //Type of Min filter gluBuild2DMipmaps(GL_TEXTURE_2D,3,texture1[a]->sizeX,texture1[a]->sizeY,GL_RGB,GL_UNSIGNED_BYTE,texture1[a]->data); } if (texture1[a]) { if (texture1[a]->data) free(texture1[a]->data); free(texture1[a]); } } return status;}
If you want to load the r, g, b, a, you''ll need to write your own loader.
Goto www.openil.org and use that. It can load almost any image format you can think of.
Zack
A moment enjoyed is not wasted.
-Gamers.com
Zack
A moment enjoyed is not wasted.
-Gamers.com
A moment enjoyed is not wasted. -Gamers.com
Hum, ya I could use that but I realy liked the idea about having black as transparent, I just dont know how to code it?
Hey zedzeek, could you tell me how I can implement that black becomes completly transparent in my code?
I kinda got it to work if I start by drawing the images longest away on the z axis first and then draw closer,but that is hard to do if I rotate the scene a lot
I kinda got it to work if I start by drawing the images longest away on the z axis first and then draw closer,but that is hard to do if I rotate the scene a lot
There are two ways to do this.
1. Use the blending method.
2. Use the alphatest method
Here is the blending way:
You need to sort and draw your scene back to front using this method.
Here is the alpha test way:
You don't need to sort yor scene using this method. I usually use 0.1f in the glAlphaFunc because it has a less blocky look.
If you have any more questions just email me,
Zack
A moment enjoyed is not wasted.
-Gamers.com
Edited by - zeotron on January 22, 2001 2:49:00 PM
1. Use the blending method.
2. Use the alphatest method
Here is the blending way:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);glEnable(GL_BLEND);
You need to sort and draw your scene back to front using this method.
Here is the alpha test way:
glEnable(GL_ALPHA_TEST);glAlphaFunc(GL_GREATER, 0.0f );
You don't need to sort yor scene using this method. I usually use 0.1f in the glAlphaFunc because it has a less blocky look.
If you have any more questions just email me,
Zack
A moment enjoyed is not wasted.
-Gamers.com
Edited by - zeotron on January 22, 2001 2:49:00 PM
A moment enjoyed is not wasted. -Gamers.com
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement