OpenGL Is Kinda Wierd

I guess I had been assuming that using an RGBA pixel format would enable alpha-testing, but apparently it didn’t. After looking up a bunch of examples which used a hack involving a blend-function to get around the lack of a pixel format with an alpha channel, I realized there was probably some test I needed to enable. I about smacked my forehead when I went to google and saw what the issue was, I just needed this bit of code:

glEnable(GL_ALPHA_TEST)

I wish I would have seen or thought of that earlier.

update: I need to go to bed for now, but after a bit of a struggle at first I implemented a lighting system, and if I do say so myself, the results are quite handsome. I also got some ‘under the hood’ work done, shuffling the game code so that the scene manager system is more prominent, allowing each scene to control the camera and other functions more easily. The other nice result is that the main loop of the game is simplified nicely. As for PyODE, which I thought I was going to put in tonight, I may wait on that. I’m not sure, yet.

rrrrowrr

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