在精灵位图上设置透明度颜色会使我的非精灵四边形消失!

时间:2011-04-12 01:41:26

标签: opengl opentk

编写一个简单的游戏来帮助学习OpenGL。在当前版本中,我的渲染方法使用代码定义的颜色绘制一些几何四边形,然后渲染一些精灵。到目前为止,一切正常并按预期工作。我的精灵的背景是Auqua的颜色,我已经将其设置为透明,但还没有。因此,目前游戏看起来很正常,除了所有精灵都以蓝色为界。我正处于希望蓝色消失的位置,而是透明,所以我将OnLoad方法修改为:

...
Bitmap bitmap = new Bitmap("RockTexture.bmp"); // existing line
bitmap.MakeTransparent(Color.Aqua);  // new line
...  

但是,现在当我运行游戏时,所有几何四边形都会从屏幕上消失!我的精灵确实保持透明状态。

我不确定为什么会这样。这是我的渲染方法:

    protected override void OnRenderFrame(FrameEventArgs e)
    {
        base.OnRenderFrame(e);

        GL.Clear(ClearBufferMask.ColorBufferBit);

        GL.Begin(BeginMode.Quads);
        Color prevColor = default(Color);

        foreach (var quad in _view.GeomitryList)
        {

            if (prevColor != quad.Color)
            {
                GL.Color4(quad.Color);
                prevColor = quad.Color;
            }


            GL.Vertex2(quad.UpperLeftBound.X, quad.UpperLeftBound.Y);
            GL.Vertex2(quad.LowerRightBound.X, quad.UpperLeftBound.Y);
            GL.Vertex2(quad.LowerRightBound.X, quad.LowerRightBound.Y);
            GL.Vertex2(quad.UpperLeftBound.X, quad.LowerRightBound.Y);


        }


        GL.Color4(_unitColor); // reset color multiplier to not scew textures
        prevColor = _unitColor;

        GL.BindTexture(TextureTarget.Texture2D, _rockTextureId);

        foreach (var sprite in _view.SpriteList)
        {
            float ulX = sprite.UpperLeftBound.X;
            float ulY = sprite.UpperLeftBound.Y;
            float lrX = sprite.LowerRightBound.X;
            float lrY = sprite.LowerRightBound.Y;

            GL.TexCoord2(0, 0); GL.Vertex2(ulX, ulY);
            GL.TexCoord2(1, 0); GL.Vertex2(lrX, ulY);
            GL.TexCoord2(1, 1); GL.Vertex2(lrX, lrY);
            GL.TexCoord2(0, 1); GL.Vertex2(ulX, lrY);
        }

        RenderDashboard(ref prevColor);


        GL.End();

        GL.Flush();
        SwapBuffers();
    }

1 个答案:

答案 0 :(得分:0)

假设您在MakeTransparent功能中设置了Alpha通道,您还需要启用混合:

protected override void OnRenderFrame(FrameEventArgs e)     {         base.OnRenderFrame(E);

    GL.Clear(ClearBufferMask.ColorBufferBit);

    GL.Begin(BeginMode.Quads);
    Color prevColor = default(Color);

    foreach (var quad in _view.GeomitryList)
    {

        if (prevColor != quad.Color)
        {
            GL.Color4(quad.Color);
            prevColor = quad.Color;
        }


        GL.Vertex2(quad.UpperLeftBound.X, quad.UpperLeftBound.Y);
        GL.Vertex2(quad.LowerRightBound.X, quad.UpperLeftBound.Y);
        GL.Vertex2(quad.LowerRightBound.X, quad.LowerRightBound.Y);
        GL.Vertex2(quad.UpperLeftBound.X, quad.LowerRightBound.Y);


    }

VVV

    GL.Enable(GL_BLEND);

^^^

    GL.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    GL.Color4(_unitColor); // reset color multiplier to not scew textures
    prevColor = _unitColor;

    GL.BindTexture(TextureTarget.Texture2D, _rockTextureId);

    foreach (var sprite in _view.SpriteList)
    {
        float ulX = sprite.UpperLeftBound.X;
        float ulY = sprite.UpperLeftBound.Y;
        float lrX = sprite.LowerRightBound.X;
        float lrY = sprite.LowerRightBound.Y;

        GL.TexCoord2(0, 0); GL.Vertex2(ulX, ulY);
        GL.TexCoord2(1, 0); GL.Vertex2(lrX, ulY);
        GL.TexCoord2(1, 1); GL.Vertex2(lrX, lrY);
        GL.TexCoord2(0, 1); GL.Vertex2(ulX, lrY);
    }

    GL.End(); // I think this should go here.

    GL.Disable(GL_BLEND); // enable and disable on a as-needed base

    RenderDashboard(ref prevColor);


    GL.Flush();
    SwapBuffers();

BTW:你正在那里使用立即模式调用(glBegin(...),glVertex(...),glEnd()),你应该放弃它们并使用Vertex Arrays和Vertex Buffer Objects。立即模式已弃用,在兼容性配置文件之外的OpenGL-3及更高版本中不再可用。