Reputation: 1972
I'm having an OpenGL texture that is binded to a simple quad.
My problem is: My texture is 128x128 pixels image. I'm only filling up about 100x60 pixels on that image, the other pixels are transparent. I saved it in a .png file. When I'm drawing, the transparent part of the binded texture is white.
Let's say I have a background. When I draw this new quad on this background I can't see the through the transparent part of my texture.
Any suggestions?
Code:
// Init code...
gl.glEnable(gl.GL_TEXTURE_2D);
gl.glDisable(gl.GL_DITHER);
gl.glDisable(gl.GL_LIGHTING);
gl.glDisable(gl.GL_DEPTH_TEST);
gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE);
// Drawing code...
gl.glBegin(gl.GL_QUADS);
gl.glTexCoord2d(0.0, 0.0);
gl.glVertex3f(0.0f, 0.0f, 0.0f);
gl.glTexCoord2d(1.0, 0.0);
gl.glVertex3f(1.0f, 0.0f, 0.0f);
gl.glTexCoord2d(1.0, 1.0);
gl.glVertex3f(1.0f, 1.0f, 0.0f);
gl.glTexCoord2d(0.0, 1.0);
gl.glVertex3f(0.0f, 1.0f, 0.0f);
gl.glEnd();
I've tried almost everything, from enabling blending to change to GL_REPLACE, however I can't get it to work.
Edit:
// Texture. Have tested both gl.GL_RGBA and gl.GL_RGB8.
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, (int)gl.GL_RGBA, imgWidth, imgHeight,
0, gl.GL_BGR_EXT, gl.GL_UNSIGNED_BYTE, bitmapdata.Scan0);
Upvotes: 23
Views: 27707
Reputation: 2901
Also, should you render to a frame buffer and copy the result into a texture, check that the frame buffer has alpha turned on. For example when using osgViewer this can be achived by (do this before calling setUpViewInWindow):
osg::DisplaySettings *pSet = myviewer.getDisplaySettings();
if(pSet == NULL)
pSet = new osg::DisplaySettings();
pSet->setMinimumNumAlphaBits(8);
myviewer.setDisplaySettings(pSet);
and under qt it should work with (from http://forum.openscenegraph.org/viewtopic.php?t=6411):
QGLFormat f;
f.setAlpha( true ); //enables alpha channel for this format
QGLFormat::setDefaultFormat( f ); //set it as default before instantiations
setupUi(this); //instantiates QGLWidget (ViewerQT)
Normally it is better to render directly into a frame buffer but I came alonge this while preparing some legacy code and in the beginning it was very hard to find this.
Upvotes: 1
Reputation: 56357
Check that your texture is of RGBA format, and enable blending and set the blending func:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
And draw the texture. If your texture is not RGBA, then there is no alpha and blending won't do anything.
EDIT: Since you posted your code, i can a spot a serious error:
glTexImage2D(gl.GL_TEXTURE_2D, 0, (int)gl.GL_RGBA, imgWidth, imgHeight, 0, gl.GL_BGR_EXT, gl.GL_UNSIGNED_BYTE, bitmapdata.Scan0);
You're telling GL that the texture has internalFormat RGBA, but the bitmap data has BGR format, so, no alpha from your texture data. This assumes alpha = 1.0.
To correct it, load your PNG with RGBA format and use GL_RGBA as internalFormat and format parameters for glTexImage2D.
Upvotes: 46
Reputation: 23550
When I'm drawing, the transparent part of the binded texture is white.
That means your PNG-parser converted transparent regions to the value of white. If you want to render transparent layers with OpenGL you dont typically depend on texture-files to hold the transparency but instead use the GLBlendFunc()
. More information here:
http://www.opengl.org/resources/faq/technical/transparency.htm
Upvotes: 0