Вопрос

I'm having a problem with a texture which has transparent areas. Basically it is a texture of a coin rendered onto a cube. I can't get the corners to appear transparent, they just show up as white/gray.

I made sure to enable G20.GL_Blend, so that can't be it.

enter image description here

This is the code I use in the render() method (I tried different combinations):

    Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
    Gdx.gl20.glEnable(GL20.GL_BLEND);
    Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
    Gdx.gl20.glEnable(GL20.GL_TEXTURE_2D);
    Gdx.gl20.glBlendEquation(GL20.GL_BLEND);
    
    modelBatch.begin(cam);
    texture.bind();
    modelBatch.render(instance, environment);
    modelBatch.end();
        
    Gdx.gl20.glDisable(GL20.GL_TEXTURE_2D);
Это было полезно?

Решение

Add a blending attribute to the model:

http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=10016&p=45952#p45369

Edit.- Link dead. It is like this:

modelInstance.materials.get(0).set(
    new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
)

Другие советы

You need to add a BlendingAttribute to your ModelInstance:

modelInstance.materials.get(0).set(
    new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
)

You can also add it in your ModelBuilder code (where you create a Model which can create ModelInstances):

new Material(
    TextureAttribute.createDiffuse(yourTransparentTexture), 
    new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA))
)

ModelBatch.begin(...) will disable Blending by calling Gdx.gl.glDisable(GL20.GL_BLEND). So make sure to enable blending AFTER calling ModelBatch.begin().

modelBatch.begin(camera); // resets Blending to false
// enable Blending
Gdx.gl.glEnable(GL20.GL_BLEND);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
// draw mesh
mesh.render(shader, GL20.GL_TRIANGLES);
modelBatch.end();

Source: https://stackoverflow.com/a/66820414/2413469

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