i am a bit ashamed that i cant solve this problem myself, mostly as i am a opengl trainer, but
i have learnd you can only get better when you are not afraid to ask !
so … i am programming a opengl ( 3.1 ) game.
i am using shaders and right now i just render:
- a skybox - star-field texture
- planets with texture.
i realiced that alpha blending behaved strange so i did some testing and cant understand the results.
My opengl setup looks like this:
glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnable( GL_TEXTURE_2D ); glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA); glClearColor(0.01f, 0.01f, 0.02f, 1.0f);
to describe the problem i made 4 screen-shots with different fragment shader settings, after this lines nothing else happens.
Please take a look at the screen shots.
What am i doing wrong here ? what could be the reason that a alpha value of 0.01 looks like maybe 90% transparent ?
You need to look close, to see there is transperrency …
thanx a lot