Monday, April 9, 2012

Fixed Blending

After a bit of a hiatus, I'm back to working on transparency.

The first thing I did was fix the blending issues I was having. You can see the difference below:


No blending:



 Blending:

Before resolving the transparency with the full-screen quad, I enable blending. My blending function and equation are:


glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

This achieves the effect where final color = alpha*source + (1-alpha)*destination

1 comment:

  1. Have you only tested with a cube thus far? It will be worth testing with a model with a higher depth complexity soon.

    ReplyDelete