I play with OpenGL all week or equivalent. After 2D, I'm trying 3D now. I want to reproduce a 3D scene that you can see in the third video at http://johnnylee.net/projects/wii/ .
It was hard for me to do everything right, with textures and depth.
Recently, I had 2 problems that have somewhat visually the same effect:
- One with textures that don't work well in 3D using the methods I found for 2D.
- One with objects appearing from the bottom to the top. Like the problem presented here: Depth buffer in OpenGL
I solved both problems, but I would like to know if I am right. especially for the second point.
For the first , I think I have it. I have an image of a round target, with alpha for something outside the disk. It booted normally in OpenGL. Some (due to my z-ordering issues) other targets behind this have suffered from hiding the transparent areas of the square square square that I used to draw it.
The reason for this was that every part of the texture is considered completely opaque, given the depth buffer. When used glEnable(GL_ALPHA_TEST)with a test for glAlphaFunc(GL_GREATER, 0.5f), the alpha layer of the texture acts as an indicator of opacity per pixel (Boolean) and thus makes blending completely useless (because my image has Boolean transparency).
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int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(600, 600);
glutCreateWindow("OpenGL - 3D Test");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
PngImage* pi = new PngImage();
pi->read_from_file("target.png");
GLuint texs[1];
glGenTextures(1, texs);
target_texture = texs[0];
glBindTexture(GL_TEXTURE_2D, target_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, pi->getGLInternalFormat(), pi->getWidth(), pi->getHeight(), 0, pi->getGLFormat(), GL_UNSIGNED_BYTE, pi->getTexels());
glutMainLoop();
return 0;
}
void reshape(int w, int h) {
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-1, 1, -1, 1);
gluPerspective(45.0, w/(GLdouble)h, 0.5, 10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void display(void) {
glClearColor(0, 0, 0, 1.00);
glClearDepth(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_DEPTH_FUNC);
glDepthFunc(GL_GREATER);
draw_scene();
glutSwapBuffers();
glutPostRedisplay();
}
void draw_scene() {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(1.5, 0, -3, 0, 0, 1, 0, 1, 0);
glColor4f(1.0, 1.0, 1.0, 1.0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.2f);
glBindTexture(GL_TEXTURE_2D, target_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
float x = 0, y = 0, z = 0, size = 0.2;
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(x-size, y-size, z);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(x+size, y-size, z);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(x+size, y+size, z);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(x-size, y+size, z);
glEnd();
float x = 0, y = 0, z = 2, size = 0.2;
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(x-size, y-size, z);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(x+size, y-size, z);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(x+size, y+size, z);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(x-size, y+size, z);
glEnd();
}