Le Samedi 30 Juillet 2011 00:19:41, Kevin Fishburne a écrit : > I've been researching this for hours and nothing I try works. The image > used for the texture has an alpha channel, but it is displayed as black > instead of transparent. I'm starting to think that the line: > > Gl.TexImage2D(t1) > > isn't passing the presence of an alpha channel to OpenGL, but that's > just a guess. Normally you specify the image format there, but those > parameters aren't supported yet in the gb3 implementation. > > The project is attached. You can move the little wizard around with the > ASDW keys and rotate with the QE keys. Any help appreciated...I'm going > crazy and am calling it quits for the night
This is what i do in the sdl component to get alpha blending: glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); So it should be in gambas3 code: Gl.Enable(Gl.GL_BLEND) Gl.BlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA) ++ ------------------------------------------------------------------------------ Got Input? Slashdot Needs You. Take our quick survey online. Come on, we don't ask for help often. Plus, you'll get a chance to win $100 to spend on ThinkGeek. http://p.sf.net/sfu/slashdot-survey _______________________________________________ Gambas-user mailing list Gambas-user@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/gambas-user