I'm trying to render a texture with part opaque color and other part with transparency.
This is my draw function for the object:
void drawHighGrass(){
glDisable(GL_LIGHTING);
glClearColor(1.0, 1.0, 1.0, 1.0);
glColor4f(1.0, 1.0, 1.0, 1.0);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texturas[HIGH_GRASS]);
glPushMatrix();
//glTranslatef(1000, 0, 1000);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(0, 0, 0);
glTexCoord2f(1.0f, 0.0f); glVertex3f(100, 0, 0);
glTexCoord2f(1.0f, 1.0f); glVertex3f(100, 40, 0);
glTexCoord2f(0.0f, 1.0f); glVertex3f(0, 40, 0);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_LIGHTING);
}
The problem is that in the transparent part it's showing solid white. I can make the texture transparent by using glColor4f(1.0, 1.0, 1.0, 0.5) but that's not what I want because it makes the entire texture transparent and not only the transparent part.
I've checked, my texture files is a PNG with transparency.
Restating the solution here so others can find it easily.
Your rendering code seems to be correct, so what seems to have been the problem was the texture loading code. When loading a texture, you must be sure that you are passing in the correct flags for the internal texture pixel format (GL_RGBA8, GL_RGBA16, etc.) as well as the source image pixel format (GL_RGBA or GL_BGRA, etc.).
Related
I have programmed a little raytracer in c++,
and want to show the raytraced image in a window.
I tried using a pixel buffer object in opengl,
then map the buffer into memory and manipulate the pixels one by one,
but at fullscreen resolution 1920x1080, I only get 4 fps
without raytracing and without changing the pixels colors
just the mapping and unmapping!
so i'm basically looking for the fastest way to display a raytraced image in a window.
i'm currently doing this way:
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, width * height * 4, 0, GL_STREAM_DRAW_ARB);
if (pixels = (uint*)glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY_ARB))
{
//modify pixels
glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
}
else
return;
//copy from pbo to texture
glBindTexture(GL_TEXTURE_2D, pbo_texture);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, 0);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//draw image
glColor4f(1.0, 1.0, 1.0, 1.0);
glBindTexture(GL_TEXTURE_2D, pbo_texture);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, -1.0, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, 1.0, 0.0);
glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, 1.0, 0.0);
glEnd();
glutSwapBuffers();
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glBindTexture(GL_TEXTURE_2D, 0);
Check the memory traversal if you use loops. You should traverse your buffer in the right order, otherwise you may have cache miss at each iteration. If you use nested loops sometimes you only have to switch the x/y iteration order.
Also, don't read data from graphic memory. It tends to be slow. Only write to PBO.
It looks like a syncro issue. I'm not sure you need to map pbo at every frame. Check this link on OpenGL Pixel Buffer Object (PBO). There's also a workaround for stalls which could improve things
I use some small chip picture to make up a map.
When it's static, it's all ok.But when I use the glTranslated to move it.
It always has some small shiver.
I use this to init
glEnable(GL_FLAT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER , 0.5);
I use this in display function.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslated(-_viewpos.x, _viewpos.y, 0);
if(_displayFunc)
{
_displayFunc(this, time0);
}
glPopMatrix();
and this to render a picture
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, _texture);
glBegin(GL_QUADS);
glTexCoord2d(0.0, 0.0);glVertex2d(p1.x, p1.y);
glTexCoord2d(0.0, 1.0);glVertex2d(p2.x, p2.y);
glTexCoord2d(1.0, 1.0);glVertex2d(p3.x, p3.y);
glTexCoord2d(1.0, 0.0);glVertex2d(p4.x, p4.y);
glDisable(GL_TEXTURE_2D);
glEnd();
I think the problem maybe is that when i change the coordinate from int to double,
It may have a pixel offset?
How to solve it?
I'm trying to create a mirror in OpenGL. Most references I've found recommend using the stencil buffer to define the boundaries of the mirror itself and using a combination of translation and scaling matrices for the actual reflection. I managed to get this to work when the scene is viewed so that no objects are in front of the mirror. However, when an object is in front of the mirror the overlapping part is not shown, making it look as if it's behind the mirror. There's a good chance that I'm misunderstanding how the stencil buffer works, as this is the first time I've tried using it, but I could also be making some mistake regarding depth or something else. I'd appreciate any suggestions. Here is the code.
#include <gl/glut.h>
// perspective
void view(void) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2.0, 2.0, -2.0, 2.0, -2.0, 2.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(-85.0, 1.0, 0.0, 0.0);
glScalef(0.25, 0.25, 0.25);
}
void init(void) {
glEnable(GL_DEPTH_TEST);
glClearStencil(0);
glEnable(GL_STENCIL_TEST);
}
void mirror(GLboolean inside, GLfloat vertSet[4][3]) {
GLint i;
if(inside)
glBegin(GL_QUADS); // draw inside of mirror
else
glBegin(GL_LINE_LOOP); // draw frame of mirror
for(i = 0; i < 4; i++)
glVertex3fv(vertSet[i]);
glEnd();
}
void scene(void) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glRotatef(90.0, 1.0, 0.0, 0.0);
glutSolidTeapot(1.0);
glPopMatrix();
}
void display(void) {
GLfloat vertSet1[4][3] = {{-3.0, 3.0, 0.0}, {2.0, 3.0, 0.0},
{2.0, 3.0, 2.0}, {-3.0, 3.0, 2.0}};
view();
// store mirror shape in the stencil buffer.
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 1, 1);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
mirror(true, vertSet1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// draw mirror frame.
glColor3f(0.0, 0.0, 0.0);
mirror(false, vertSet1);
// draw scene outside mirror
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(GL_NOTEQUAL, 1, 1);
scene();
// draw reflection of scene in mirror
glStencilFunc(GL_EQUAL, 1, 1);
glTranslatef(0.0, 3.0, 0.0);
glScalef(1.0, -1.0, 1.0);
glTranslatef(0.0, -3.0, 0.0);
scene();
glFlush();
glutSwapBuffers();
glutPostRedisplay();
}
int main (int argc, char **argv) {
glutInit(&argc, argv);
glutInitWindowSize(500, 500);
glutInitWindowPosition(0, 0);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_STENCIL | GLUT_DEPTH);
glutCreateWindow("");
glClearColor(1.0, 1.0, 1.0, 0.0);
init();
glutDisplayFunc(display);
glutMainLoop();
}
The idea of the stencil is, that you draw it when you'd normally render the mirror's glass within the scene. You want the drawing of the stencil to be depth tested. When you finished rendering your scene, you add a clip plane in the plane of the mirror, then you clear the depth buffer and redraw the scene. Since you clear the depth buffer you need the stencil to be depth tested first to make the mirror not overdraw already drawn objects in the world.
Note that drawing a mirror is essentially the same as drawing a portal.
This is my code for doing reflection in old opengl, hope this helps
Please note that most of the code comes from NeHe tutorial: http://nehe.gamedev.net/tutorial/clipping__reflections_using_the_stencil_buffer/17004/
double eqr[] = { 0.0f, -1.0f, 0.0f, 0.0f };
glColorMask(0, 0, 0, 0);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glDisable(GL_DEPTH_TEST);
DrawFloor(); // draw flor to the stencil buffer
glColorMask(1, 1, 1, 1);
glStencilFunc(GL_EQUAL, 1, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glEnable(GL_CLIP_PLANE0);
glClipPlane(GL_CLIP_PLANE0, eqr);
glPushMatrix();
glScalef(1.0f, -1.0f, 1.0f);
//glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
glFrontFace(GL_CW);
glTranslatef(0.0f, 0.3f, 0.0);
RenderScene();
glFrontFace(GL_CCW);
glPopMatrix();
glDisable(GL_CLIP_PLANE0);
glDisable(GL_STENCIL_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.6f, 0.7f, 1.0f, 0.5f);
DrawFloor(); // draw floor second time
glDisable(GL_BLEND);
// draw normal scene
glPushMatrix();
glColor3f(1.0f, 1.0f, 1.0f);
glTranslatef(0.0f, 0.3f, 0.0);
RenderScene();
glPopMatrix();
For better result you might use RenderToTexture or use cube maps
I'm trying to make a program showing a red rotating cube in the background, overlayed with a textured quad.
The texture is a simple 24-bit bitmap of the words "Hello World" in black over a white background. I want the white background to be transparent so that the cube can be seen behind the overlay. The image loader checks the value of each pixel and adds the relevant alpha value to convert the image into a 32-bit bitmap.
At the moment, my program displays the overlay with black text but a red background, same colour as the cube. Below is the code used for the initial texture set up:
if (bitmap->Load("test.bmp")) {
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 3, bitmap->GetWidth(), bitmap->GetHeight(),
0, GL_RGBA, GL_UNSIGNED_BYTE, bitmap->GetPixelData());
}
And this is the whole of my display function, in case anything is interfering with anything else.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40, 1, 0.1, 27.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1.0, 0.0, 0.0);
glTranslatef(0.0, 0.0, -1.1);
glRotatef(angle, 1.0, 1.0, 0.0);
glutSolidCube(0.1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 640, 480, 0.0, -1.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_CULL_FACE);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, texture);
glBegin(GL_QUADS);
glTexCoord2d(0.0, 0.0); glVertex2f(0.0, 0.0);
glTexCoord2d(1.0, 0.0); glVertex2f(320.0, 0.0);
glTexCoord2d(1.0, 1.0); glVertex2f(320.0, 240.0);
glTexCoord2d(0.0, 1.0); glVertex2f(0.0, 240.0);
glEnd();
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glFlush();
glutSwapBuffers();
The default texture environment is GL_MODULATE which mixes in the current color (red from your cube) with the incoming texel value.
Switch to GL_DECAL or do a glColor3ub(255,255,255) before you render your text.
I'm rendering textures on the two surfaces which actually have the same location and position.
In these kind of cases I want to display only one of the textures, while I get following
I.e. I want only the texture of first material to be displayed.
So I would like to know where I've to search for solution, should I play with the blending of the materials ?
This is a pretty old issue (z-fighting) as the card isn't sure which object to draw in front. The linked Wikipedia article has more examples of this.
To fix this, increase the depth buffer's accuracy (bit depth), reduce the depth of your view (distance far/near clip plane) or add a tiny offset so the coordinates are no longer exactly (or almost) the same. You could as well simply disable the depth buffer (or clear it) for rendering this (in which case whatever is rendered last will overlap everything else).
You mean you want to display few textures at one time? Use multi texturing then. Attach both textures to one Quad using:
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 0.0f);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0f, 0.0f);
And play with glTexEnvi to combine them as you want. If you want to show only one of your textures then draw two quads with separate textures on each of them. And quad witch will be drawn later will be visible. Then if you want to turn from one to another, make separate -(void)'s for each of quad, with glClearColor before each quad drawing and then make button to call for example -(void)quad1 and button to call -(void)quad2.
Or just use depth buffer.
At your situation i would use multi texturing, because all buffers looked too hard for me all time.
I will show how would my code look like.
Code using multi texture:
glClear(GL_COLOR_BUFFER_BIT);
//Turn on blending and set glBlendFunc for your needs
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//Describing multitexturing
glClientActiveTexture(GL_TEXTURE0_ARB); //Activating texture on unit 0
glActiveTexture(GL_TEXTURE0_ARB); //Activating texture on unit 0
glBindTexture(GL_TEXTURE_2D, Texture1); //Bind texture on unit 0
glEnable(GL_TEXTURE_2D); //Enable GL_TEXTURE_2D to set it's glTexEnvi for your needs
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); //Edit glTexEnvi for your needs (link bellow code)
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE );
glClientActiveTexture(GL_TEXTURE1_ARB); //Activating texture on unit 1
glActiveTexture(GL_TEXTURE1_ARB); //Activating texture on unit 1
glBindTexture(GL_TEXTURE_2D, Texture2); //Bind texture on unit 0
glEnable(GL_TEXTURE_2D); //Enable GL_TEXTURE_2D to set it's glTexEnvi for your needs
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); //Edit glTexEnvi for your needs (link bellow code)
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
//Drawing quad with multi texture
glBegin(GL_QUADS);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 0.0f); //Texture on unit 0 coords
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0f, 0.0f); //Texture on unit 1 coords
glVertex2f(0.0, 500);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 1.0f); //Texture on unit 0 coords
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0f, 1.0f); //Texture on unit 1 coords
glVertex2f(0.0, 0.0);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 1.0f); //Texture on unit 0 coords
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0f, 1.0f); //Texture on unit 1 coords
glVertex2f(800, 0.0);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 0.0f); //Texture on unit 0 coords
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0f, 0.0f); //Texture on unit 1 coords
glVertex2f(800, 500);
glEnd();
//Disable GL_TEXTURE_2D. We don't need it anymore
glDisable(GL_TEXTURE_2D);
//Disable blending
glDisable(GL_BLEND);
//Flush everything
glFlush();
Code for using one quad for each texture
-(void) drawQuad1
{
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, Texture1);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0, 500);
glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0, 0.0);
glTexCoord2f(1.0f, 1.0f); glVertex2f(800, 0.0);
glTexCoord2f(1.0f, 0.0f); glVertex2f(800, 500);
glEnd();
glDisable(GL_TEXTURE_2D)
glFlush();
}
-(void) drawQuad2
{
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, Texture2);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0, 500);
glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0, 0.0);
glTexCoord2f(1.0f, 1.0f); glVertex2f(800, 0.0);
glTexCoord2f(1.0f, 0.0f); glVertex2f(800, 500);
glEnd();
glDisable(GL_TEXTURE_2D)
glFlush();
}
//and now when you want to draw `drawQuad1` you need to do `[self drawQuad1];`
//and where you want to draw `drawQuad2` you need to do `[self drawQuad2];`
Info about glTexEnvi here. Its just sample code. Fast written so could have mistakes. Sorry if i forgot something. Just i haven't been doing it for long time. Written it on Mac OS X, so if you are using other platform maby you will have to change few things (not opengl). And about depth buffer? I don't know how to use it. So I can't explain it for you. Sorry. Never used them.