我想在OpenGL中使用alpha蒙版,以便白色(1)=可見和黑色(0)=隱藏。帶有OpenGL的Alpha蒙版
所以我做的是我使用glColorMask(False, False, False, True)
(我使用python,你會看到)在framebuffer的alpha組件中編寫一些東西,然後使用混合在它上面繪製一些幾何圖形。
但它不工作: 我試圖用0填充alpha緩衝區,然後繪製一些幾何圖形,因此看不到它。但它總是顯示出來,alpha緩衝區完全被忽略。
# Clear alpha buffer to 0, and clear color buffer.
# After this, the alpha buffer should probaby be filled with 0.
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT)
# Disable blending.
glDisable(GL_BLEND)
# Disable color writing.
glColorMask(False, False, False, True)
# Set color to a white with alpha 0.
glColor4f(1, 1, 1, 0)
# Now draw a fullscreen quad.
# After this, the alpha buffer should really be filled with 0.
# Shouldn't it?
glBegin(GL_QUADS)
glVertex2f(0, 0)
glVertex2f(320, 0)
glVertex2f(320, 480)
glVertex2f(0, 480)
glEnd()
# Enable color writing.
glColorMask(True, True, True, True)
# Enable blending so that incoming fragments are multiplied
# by alpha values already in the buffer.
glEnable(GL_BLEND)
glBlendFunc(GL_DST_ALPHA, GL_ONE)
# Set color to a white with alpha 1.
glColor4f(1, 1, 1, 1)
# Now draw a triangle.
# It should not be visible because alpha in framebuffer is 0
# and 0 * 1 = 0.
glBegin(GL_TRIANGLES)
glVertex2f(20, 50)
glVertex2f(300, 50)
glVertex2f(160, 210)
glEnd()
(是的,投影矩陣是對的,所以我的屏幕從0/0範圍爲二百四十○分之三百二十零。)
,我做了什麼錯三角形應該是不可見的?
最終結果是黑色背景上的白色三角形?我沒有發現你的步驟有問題。 – Bahbar 2010-01-25 21:49:55