rotating cube - Textures with alpha - different looks - opengl

Hi i have some question about texturing cube with alpha.
I have textured cube, and added alpha. When i start program everything (1 screen) is working fine, but when i rotate this cube to the other side (2 screen) i see "front" square with his texture, and behind this i can see another texture from "back" square. Why i see different things depending on which wall i look
this is code which draws my cube
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Cube->Draw();
glDisable(GL_BLEND);

Related

Is there any way to make front face of gluCylinder() transparent?

I am using gluCylinder() to create a cylinder in openGL and then plotting points inside the cylinder with Depth Test On .
When i see the front view of the cylinder, the points inside the cylinder are obstructed by front face.
To make front face of the cylinder translucent i am using Blending.
I am using below functions.
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
But whatever coloring or alpha value i assign to the cylinder the front face is not looking transparent due to its back face.
Tell whether it is possible to do with blending only or else i need to introduce lighting for both the faces of Cylinder.Here it clearly visible the change in the color of front face and back face of cylinder. And the points inside the cylinder are not visible due to being obstructed by front face of cylinder.
You should be able to accomplish this by drawing the cylinder twice, while culling the front faces the first time, and culling the back faces the second time. This way, you can draw the front and back parts differently, e.g. by making the front part transparent.
The code sequence could look like this:
// Draw back part of cylinder, opaque.
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
gluCylinder(...);
// Draw points.
// Draw front part of cylinder, transparent.
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gluCylinder(...);
glDisable(GL_BLEND);
If I understand you right then no, you can't do it with blending alone.
If the cylinder's normals all point outward then you also won't be able to see the cylinder's internal parts no matter what you do.
I do something similar to show characters behind walls and it goes like this - render your scene normally and save it all to a framebuffer. Then render what you want shown behind with the buffer contents on top, using a custom shader to make a bubble of transparency around the thing you want shown behind.
Not sure if I am explaining it well or not but it unfortunately requires multiple steps to get the results you want.
Your problem is still a bit unclear to me despite the image but I will attempt to answer based on my perception of your issue.
You are drawing a cylinder and have geometry (lines or other models) inside the cylinder. You want the cylinder to look translucent so the inner objects are visible. Here is one way to do it. Assuming your render functions are drawCylinder() and drawPoints().
init()
{
...
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
...
}
drawScene()
{
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
drawCylinder();
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
drawPoints();
}
doing so will make sure that the points are drawn regardless of the cylinder. Try using lower values of alpha for your cylinder color.
Please note this is one way to do it. I suggest using shaders to have more control over blending as well as exploring fragment/pixel discard options.

OpenGL ES 2.0 : paint in FBO + Texture = gray blending in texture

This is how I render my brush in the fragment shader :
gl_FragColor.rgb = Color.rgb;
gl_FragColor.a = Texture.a * Color.a;
With this Blending function on a (0, 0, 0, 0) texture :
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
This is what I see when I draw my texture ADDED to my white background with glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) :
But this is what I get in my texture :
Can someone help me to understand why I got this grayed stroke in my texture ? Because I need to take a screenshot of this texture, and I want to have the same rendering but without white background.
[1st picture] When I draw my "view" I have a white background
[2nd picture] But I store my stroke in a texture who have a transparent background
You're doing two blending operations, one in your shader, one using the glBlendFunc call. When rendered directly to the screen it doesn't apply the glBlendFunc a second time, however, when rendering to a texture it gets applied when rendering to the texture, and then again when rendering the texture to the screen.
You have two options, 1) don't do blending your shader, 2) use a different blend function (I find glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); to work well). I find option 2 to work the best for me, handling OpenGL blend functions is notoriously annoying.

Display a quad perpendicular to the screen

When drawing a quad, it vanishes when rotation brings in a position perpendicular to the screen. Ideally what I'd like to see is (b) but I get nothing
Is there something wrong with my code ? (warning old openGL code following)
void draw_rect(double vector[4][3], int rgb[3], double transp)
{
GLint is_depth, is_blend, blend_src, blend_dst;
glGetIntegerv(GL_DEPTH_WRITEMASK, &is_depth);
glGetIntegerv(GL_BLEND, &is_blend);
glGetIntegerv(GL_BLEND_SRC, &blend_src);
glGetIntegerv(GL_BLEND_DST, &blend_dst);
glEnable(GL_BLEND);
glDepthMask(0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// code to set the color ...
glBegin(GL_POLYGON);
glVertex3v(&vector[0][0]);
glVertex3v(&vector[1][0]);
glVertex3v(&vector[2][0]);
glVertex3v(&vector[3][0]);
glEnd();
if (!is_blend){ glDisable(GL_BLEND); }
glDepthMask(is_depth);
glBlendFunc(blend_src, blend_dst);
}
A quad (assuming it is defined by coplanar faces, as in this case) is by definition infinitely thin. It is correct behavior for it to be invisible when perpendicular to the camera.
The "correct" solution is to make a box rather than a single quad.
See Drawing cube 3D using Opengl for an example using a cube. You'll need to tweak the vertex positions to make the cube smaller along one dimension (probably Z), but it'll give you the effect that you're looking for.
Also, stop using the fixed function stuff (glVertex, etc.). It's been deprecated for years. Shaders aren't that difficult, and examples are easy to find via your favorite search engine.
try making it a line of some definite width when the quad is perpendicular to the screen

Shader transparancy not working with one half

glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
and used this in the fragment shader.
I've used Alpha blend to get the transparency working however it only seems to work from one side.
Not sure what the problem is, am new to programming and shading.
http://imgur.com/WDK4qjc Link to see the picture
I think you see 2 distant faces blending where color is darker.
Maybe Culling is not activated.
Face culling is the ability to discard face drawing upon certain condition.
To achieve what you want, You have to discard faces not facing the camera which is call backface culling. You do this:
glEnableGL(GL_CULL_FACE); //(enable face culling)
glCullFace(GL_BACK); //(discard back faces)
Everything is fine. It's called Transparency Sorting.
Some more info:
http://www.opengl.org/archives/resources/faq/technical/transparency.htm
Rendering transparent objects in OpenGL
opengl z-sorting transparency

Why do my semi-opaque vertices make background objects brighter in OpenGL?

I am rendering 4 vertices (a square) in front of a colored cube. The vertices are colored white, but are blended at 0.5f.
Related: Why does my colored cube not work with GL_BLEND?
Please could someone tell me why the colored cube appears brighter when obscured by the semi-opaque square?
Cube rendered without square in front:
Normal cube http://img408.imageshack.us/img408/2853/normalcube.png
And, rendered with the square:
Cube with square http://img142.imageshack.us/img142/6255/brightsquare.png
Please see the code used to create the colored cube, the code used to actually draw the cube, and the code where the cube and square are rendered.
This is the code in my init function:
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
I'd say it's because your semi-transparent square gets added to the existing pixels, thus incrementing their intensity.
The documentation for glBlendFunc() recommends setting the second parameter to GL_ONE_MINUS_SRC_ALPHA, that is the boilerplate for implementing transparency. Try it.