blend mode, alpha, &

    Feb 04 2013 | 3:18 am
    hi all- i'm reposting a similar patch to one of the past posted re: how to use alpha channels to create transparency in GL. i'm noticed that certain faces/angles of the grid shape seem to be non-transparent and i'm not sure why, nor am i sure how to rectify this.. any thoughts? -h

    • Feb 04 2013 | 8:28 pm
      disable @depth_enable
    • Feb 04 2013 | 10:15 pm
      Thanks Rob!
    • Feb 04 2013 | 10:42 pm
      Is there another facet to this that I'm not considering? It seems like there is some other form of distortion when the object is rotating...
    • Feb 05 2013 | 6:50 pm
      if you want to draw a gridshape with transparency and back-facing polygons, your best bet is to create two identical gridshapes, set @cull_face 1 on one and @cull_face 2 on the other. this will make one only draw front-facing polygons, and the other only draw back-facing. you can then use the layer attribute to force the back-facing one to draw first.
    • Feb 05 2013 | 10:22 pm
      Rob, if i disable the depth_enable, then if i add another object to the scene then one will cover the other independently of their Z position...
      i had problems with this already... do i make something wrong, or if an object's depth_enable is off then the only way i can place it to it's righ place (behind another one or the camera side) if i change the layer depending on postion every render?
      thanx in advance!
    • Feb 06 2013 | 12:02 am
      Hey, fwiw setting depth_enable to 1 in Rob's example seems to give a satisfying transparency. I'm curious about this as well, i want to have a scene with several openGL objects, some of which should allow to partially see objects behind them. Is that the way to go ? With a ?
    • Feb 06 2013 | 12:24 am
      So, it seems indeed to be the way to go - feed a matrix with a minimized alpha channel to a texture, which is to be applied then.