TGA Alpha Channel

This is a discussion on TGA Alpha Channel within the Game Programming forums, part of the General Programming Boards category; So I've followed every peice of material I can get my hands on on the subject of alpha channels etc, ...

  1. #1
    Supermassive black hole cboard_member's Avatar
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    TGA Alpha Channel

    So I've followed every peice of material I can get my hands on on the subject of alpha channels etc, and none work. I even downloaded and ran the example program from nehe.gamedev that shows simple transparency, and the transparency didn't work. I know my hardware can handle it, so that's not the problem.

    Here's what I have for the init procedure:

    Code:
    bool InitGL ()
    {
            glEnable (GL_TEXTURE_2D);
            glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
            glClearDepth (1.0f);
            glDepthFunc (GL_LEQUAL);
            glEnable (GL_DEPTH_TEST);
    
            glShadeModel (GL_SMOOTH);
            glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
    
            // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            // glEnable(GL_BLEND);
    
            glAlphaFunc (GL_GREATER, 0.1f);
            glEnable (GL_ALPHA_TEST);
            
            return true;
    }
    I've commented out glBlendFunc and glEnable there on purpose - If I uncomment those and comment out glAlphaFunc it makes no difference.

    Is there something else I need to do while drawing?
    Good class architecture is not like a Swiss Army Knife; it should be more like a well balanced throwing knife.

    - Mike McShaffry

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    Supermassive black hole cboard_member's Avatar
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    It's alright I figured it out
    Good class architecture is not like a Swiss Army Knife; it should be more like a well balanced throwing knife.

    - Mike McShaffry

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