LWJGL
May 17, 2012, 03:07:42 *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: LWJGL 2.8.3 released!
 
   Home   Help Search Login Register  



Pages: [1]
  Print  
Author Topic: Fading effect  (Read 2488 times)
Ahzraei
Newbie
*
Posts: 4


« on: December 02, 2005, 20:03:52 »

I need to have a fade effect on a texture mapped to a quad; in theory, it should increase the alpha value of the entire texture over an interval of time until the texture is invisible. I've enabled alpha blending and I can draw transparent textures (PNGs with an alpha channel), but I haven't figured out how to change the alpha of a texture in the code before I draw it. How can I do it?
Logged
Orangy Tang
Talks Too Much
***
Posts: 199



« Reply #1 on: December 03, 2005, 06:47:36 »

Vertex colours will be modulated with the texture colour by default. Change your vertex colours' alpha to something other than 1 and you should fade the whole thing (eg. glColor4f(1.0f, 1.0f, 1.0f, 0.5f); ).
Logged
Ahzraei
Newbie
*
Posts: 4


« Reply #2 on: December 04, 2005, 11:53:18 »

Thanks; that works pretty well. I've had to optimize how many times I use glColor4f though, it can slow things down in the game I'm coding (which uses a lot of two-dimensional textures).
Logged
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.16 | SMF © 2011, Simple Machines
SMFAds for Free Forums
Valid XHTML 1.0! Valid CSS!