I'm working on a 3D game, and I'm running across a transparency issue that I don't understand.
I followed this tutorial and my textures work like a champ: http://ninjacave.com/slickutil1
The second that I try to load the textures on my 3D Quad, the alpha channel turns black and I can't see the textures beneath it. But, I can see the lines of the bounding box I drew around the model through the texture.
I've attached two images of what I'm talking about. They are the exact same image file. They also both register has true in a Texture.hasAlpha() test.
Here is the Initializing OpenGL Code
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gluPerspective(fieldOfView, 960f / 640f, 0.001f, 200);
And here is the code where the texture is bound to the quad object:
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glVertex3d(loc.getX(), loc.getY() + sizeY, loc.getZ() + sizeZ);
glVertex3d(loc.getX() + sizeX, loc.getY() + sizeY, loc.getZ() + sizeZ);
glVertex3d(loc.getX() + sizeX, loc.getY(), loc.getZ());
glVertex3d(loc.getX(), loc.getY(), loc.getZ());
Am I missing something here?