What you're observing is particles behind others that do not get drawn because a closer Z-value is present in the Z-buffer You can draw your particles back to front You could also disable depth-testing, but standard alpha blending will not be correct. With the ALPHA/ONE mode, you'll get to accumulate all particles, so that order will not be important either.
What you're observing is particles behind others that do not get drawn because a closer Z-value is present in the Z-buffer. You can draw your particles back to front. You could also disable depth-testing, but standard alpha blending will not be correct.
With the ALPHA/ONE mode, you'll get to accumulate all particles, so that order will not be important either.
What I've used is the blending function of OpenGL. Use glBlendFunc(GL_SRC_ALPHA, GL_ONE); in your creation of your OpenGL window and then enable/disable blending before and after your drawings. Sample code: glEnable(GL_BLEND); //... //Draw stuff //... glDisable(GL_BLEND); //Disable the blending to prevent it to destroy other draw calls.
Doesn't work with this blending function. Flickering persists. – Etan Dec 17 '10 at 20:56 @Etan: It seems that your verts aren't binded correctly to the specification of GL_TRIANGLE_FAN - that can be the problem.
Some textures are correctly rendered into each other, while some are wrong. Instead, try to use ordinary GL_QUADS and point the vertices to the quad and see if that works. – Pompe de velo Dec 17 '10 at 21:02 I don't use any textures and don't know where I should use quads oO.
– Etan Dec 17 '10 at 21:07 @Etan: If you're not using any textures at all it means that the hexagon objects having the wrong vertices height/width. Instead, I would recommend (at the beginning) to use Vertex Arrays and then change the height/width with the glTranslate function. – Pompe de velo Dec 17 '10 at 21:10 The vertex position is perfectly correct :-) – Etan Dec 17 '10 at 21:17.
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