Android opengl transparency issues?

Even transparent fragments are written to the depth buffer. Your options are: Disable the depth buffer - either don't write to it or disable the depth test Enable the alpha test so that transparent fragments are rejected. E.g.

: GLES10. GlEnable( GLES10. GL_ALPHA_TEST ) GLES10.

GlAlphaFunc( GLES10. GL_GREATER, 0 ) Sort your geometry and draw the quads in back-to-front order.

Even transparent fragments are written to the depth buffer. Your options are: Disable the depth buffer - either don't write to it or disable the depth test. Enable the alpha test so that transparent fragments are rejected.E.g.

: GLES10. GlEnable( GLES10. GL_ALPHA_TEST ); GLES10.

GlAlphaFunc( GLES10. GL_GREATER, 0 ); Sort your geometry and draw the quads in back-to-front order.

– Reuben Scratton Feb 17 at 13:32 Effectively, yeah. If a fragment fails the alpha test, it is discarded and never makes it to the depth or frame buffer – ryanm Feb 17 at 15:08.

Turn off depth-testing. The missing pixels of the rearmost smiley are missing because the foremost smiley has filled the depth buffer. Obviously you will need to draw your smileys in the correct order, rearmost first.

I guess what you'd ideally want is for your depth buffer to accumulate alpha values rather than Z values... don't know how possible that is. :-(.

Turning off depth testing doens't solve the issue since that makes me see the mouth of the smiley through the other smiley. I guess I will have to control the order in which I draw the polygons. Thx for your answer!

– CoolMcGrrr Feb 17 at 14:01.

I cant really gove you an answer,but what I can give you is a way to a solution, that is you have to find the anglde that you relate to or peaks your interest. A good paper is one that people get drawn into because it reaches them ln some way.As for me WW11 to me, I think of the holocaust and the effect it had on the survivors, their families and those who stood by and did nothing until it was too late.

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