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Re: Textures Alpha blending problems with Transparent NSOpenGLView
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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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 >Textures Alpha blending problems with Transparent NSOpenGLView (From: Half Activist <email@hidden>)

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