The most important piece of code is turning on blending.
gl.glEnd();One thing you must note here is that the texture binding is done outside the glBegin and glEnd calls as well as telling the device to turn on blending and setting the blend function.
// Really basic and most common alpha blend function
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
tpTexture.bind();
gl.glBegin(GL.GL_QUADS); // the gl draw mode
Other code to note is the creation of a texture from a BufferedImage, which is covered in a previous post so take a look at that first, Drawing HTML with JOGL Part 1: Textures. This example is based off of that code.
NOTE: Also, be sure to pay close attention to the order in which transparent textures are drawn.
And now the code:
This example uses JOGL version 1.1.1a and should work with the NetBeans plugin you can obtain the version from JOGL's website go to the "Archived Builds" page from the navigation menu on the left. Then find the jsr-231-1.1.1a folder
3 comments:
I never remember even the simplest of things when I start fooling around with this stuff even after a small break. That being said, you made an anon happy today, now you can pat yourself on the back.
Lolz, this is the reason I started the blog in the first place. I usually forget specific settings or calls when I haven't had to redo the basic setup code in a while or needed to tweak anything.
Also appreciate the permission for the patting on the back, lolz! You've made my morning, thank you, you may also pat yourself on the back.
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