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transparency problem
ok, i understand how to get use textures as alpha channel values, but i was wondering why when i use low alpha values, or dark colors i get a checked pattern on the screen. it looks like an embossed lattice, and i don''t like it. is it my TNT card, or is it opengl in general? (& if not what is it?)
i''d include a picture, but i don''t know how.
alistair
no, that just makes everything look terrible, the problem seems to be something to do with 16bit color depth...so i guess its unavoidable...32bit is too slow on my TNT...
thanks anyway
alistair
thanks anyway
alistair
Yeah, that''s my guess, you get a sorta checkered and/or swimming pixel effect when running in 16bit screen depth. Usually it doesn''t look so bad when your program is moving fast with a bunch of action, but it can look wierd when standing still.
Morgan
Morgan
this should make it look better glDisable(GL_DITHER);
anyways u could try
glTexImage2D(GL_TEXTURE_2D,0, GL_RGBA8, width, ...
this''ll prolly slow down the program but itll look better
anyways u could try
glTexImage2D(GL_TEXTURE_2D,0, GL_RGBA8, width, ...
this''ll prolly slow down the program but itll look better
This topic is closed to new replies.
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