Re: Textures Alpha blending problems with Transparent NSOpenGLView
Re: Textures Alpha blending problems with Transparent NSOpenGLView
- Subject: Re: Textures Alpha blending problems with Transparent NSOpenGLView
- From: Half Activist <email@hidden>
- Date: Wed, 26 Sep 2007 20:41:06 +0200
Yes I did have turned off surface opacity, this is what I want.
On Sep 26, 2007, at 8:23 PM, Chris Niederauer wrote:
It sounds like you have turned off surface opacity. This allows
you to blend the OpenGL view against things behind it using the
results in the alpha buffer.
You can turn it on in your NSOpenGLView via:
long opaque = YES;
[[self openGLContext] setValues:&opaque
forParameter:NSOpenGLCPSurfaceOpacity];
Though I thought by default it is opaque, so perhaps you just want
to comment that call out?
Chris
On Sep 26, 2007, at 10:23 AM, Half Activist wrote:
Hi All,
In a transparent NSOpenGLView (I mean one can see the views that
are behind it in the window)
I draw a texture that has some zone with an alpha value different
from 1.
If the alpha value is 0 everything is OK and I see the background
If the alpha value A is such that 0 < A < 1 then it blends
directly with what is behind the view.
If I turn off the transparency of the view, everything is drawn
perfectly.
Does any one knows what this problem comes from?
Regards
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