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Is there something I missed to enable alpha transparency in OpenGL?
The problem is that these two points appear identical (even when I set the alpha to 0). Is there something I missed to enable alpha transparency? Just a guess, but could it be that you dont have a background color ? So, when your rendering the second vertex which has alpha 0.1, there is no background to compute the proper color ?
How are billboards used in a 3D world?
Billboards are 2D elements incrusted in a 3D world. Not a 2D menu on top of everything else; not a 3D plane around which you can turn; but something in-between, like health bars in many games.
What is the difference between alpha and Alpha in RGBA?
Instead of a writing an RGB result, you write an RGBA : the first 3 components are still accessed with the .xyz swizzle operator, while the last one is accessed with .a : Unintuitively, alpha = opaqueness, so alpha = 1 means fully opaque while alpha = 0 means fully transparent.
What’s the difference between billboards and health bars?
Not a 2D menu on top of everything else; not a 3D plane around which you can turn; but something in-between, like health bars in many games. What’s different with billboards is that they are positionned at a specific location, but their orientation is automatically computed so that it always faces the camera.
Do you turn back face culling off in OpenGL?
Here’s the result. Make sure to turn backface culling off (glDisable (GL_CULL_FACE) ) because since we can look through the mesh, we could see that it has no “back” face. Order matters !
Which is the hardcoded alpha channel in GLFW?
Here, we simply hardcode the alpha channel at 0.3, but you probably want to use a uniform, or read it from a RGBA texture ( TGA supports the alpha channel, and GLFW supports TGA ) Here’s the result. Make sure to turn backface culling off (glDisable (GL_CULL_FACE) ) because since we can look through the mesh, we could see that it has no “back” face.
Do you have to switch texture for transparent triangles?
Sorting all the transparent triangles takes time If you have to switch your texture, or worse, your shader, from triangle to triangle, you’re going into deep performance trouble. Don’t do this. A good enough solution is often to : If they are supposed to look very different, use your texture !
https://www.youtube.com/watch?v=WbULqtUIyvw