I have a texture with transparency (the white triangle with that lighting information), and just can’t make it’s alpha variable.
alt text http://gotoandplay.freeblog.hu/files/alpha_help.png
The drawing code, with the missing piece:
//Place polygon vertices to the bottom left within the view.
glLoadIdentity();
glTranslatef(centerX, centerY, 0);
//Draw "diffuse" layer.
glBindTexture(GL_TEXTURE_2D, spriteTexture[0]); //Bind.
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Offset during development only.
glLoadIdentity();
glTranslatef(centerX-10, centerY+10, 0);
//Draw "specular" layer.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, spriteTexture[1]); //Bind.
//Some smart alpha scaling code needs here...
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
Could somebody please help me out with the appropriate lines of code?
Some glBlendFunc, or maybe glTextEnvi stuff I suppose.
Ok, I got it even if I don’t understand what I did exactly.
I tried another way before…
…but the second map was somehow “weaker”.