Reputation: 111
I'm trying to create several 3D blocks with a 2D texture, but is not working because some sides of the cubes are transparent to others. Here is a part of code from the class where I define the blocks:
public void Render(){
try {
this.texture = TextureLoader.getTexture("PNG", new FileInputStream(new File("res/gold1.png")));
} catch (FileNotFoundException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
squareDisplayList = glGenLists(1);
glNewList(squareDisplayList, GL_COMPILE);
{
glBegin(GL_QUADS);
//trás
glTexCoord2f(1, 0);
glVertex3f(x2, y1, z1);
glTexCoord2f(1, 1);
glVertex3f(x2, y2, z1);
glTexCoord2f(0, 1);
glVertex3f(x1, y2, z1);
glTexCoord2f(0, 0);
glVertex3f(x1, y1, z1);
//cima
glTexCoord2f(1, 0);
glVertex3f(x2, y1, z2);
glTexCoord2f(1, 1);
glVertex3f(x1, y1, z2);
glTexCoord2f(0, 1);
glVertex3f(x1, y1, z1);
glTexCoord2f(0, 0);
glVertex3f(x2, y1, z1);
//baixo
glTexCoord2f(1, 0);
glVertex3f(x2, y2, z1);
glTexCoord2f(1, 1);
glVertex3f(x2, y2, z2);
glTexCoord2f(0, 1);
glVertex3f(x1, y2, z2);
glTexCoord2f(0, 0);
glVertex3f(x1, y2, z1);
//direito
glTexCoord2f(1, 0);
glVertex3f(x2, y1, z2);
glTexCoord2f(1, 1);
glVertex3f(x2, y2, z2);
glTexCoord2f(0, 1);
glVertex3f(x2, y2, z1);
glTexCoord2f(0, 0);
glVertex3f(x2, y1, z1);
//esquerdo
glTexCoord2f(1, 0);
glVertex3f(x1, y1, z2);
glTexCoord2f(1, 1);
glVertex3f(x1, y2, z2);
glTexCoord2f(0, 1);
glVertex3f(x1, y2, z1);
glTexCoord2f(0, 0);
glVertex3f(x1, y1, z1);
//frente
glTexCoord2f(1, 0);
glVertex3f(x2, y1, z2);
glTexCoord2f(1, 1);
glVertex3f(x2, y2, z2);
glTexCoord2f(0, 1);
glVertex3f(x1, y2, z2);
glTexCoord2f(0, 0);
glVertex3f(x1, y1, z2);
glEnd();
}
glEndList();
}
public void Draw(){
glCallList(squareDisplayList);
}
And here is the class here I call the several blocks:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective((float) 30, 880f / 580f, 0.001f,100);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
for(int ix = 0; ix < world_width; ix++){
for(int iy = 0; iy < world_hight; iy++){
for(int iz = 0; iz < world_height; iz++){
render[ix][iy][iz].Render();
}
}
}
while(!Display.isCloseRequested()){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glTranslatef(xspeed, -jumpsd, zspeed);
for(int ix = 0; ix < world_width; ix++){
for(int iy = 0; iy < world_hight; iy++){
for(int iz = 0; iz < world_height; iz++){
render[ix][iy][iz].Draw();
}
}
}
Display.update();
Display.sync(35);
}
How can I solve the transparency problem?
Upvotes: 0
Views: 360
Reputation: 1331
Put the following code in your initialisation block:
glEnable(GL_DEPTH_TEST);
Upvotes: 2