I'm trying to render a tree made out of 2 rectangles intersecting in the center at a 90degree angle. The texture has an alpha channel but which ever rectangle gets rendered second causes a weird ...
Using the following setting for the OpenGL particle effect: SRC: GL_SRC_ALPHA DST: GL_ONE Creates an additive blend, which looks spectacular on a black background but terrible on brighter colours, ...
I know this question might sound a bit easy to answer but It's driving me crazy. There are too many possible situations that a good alpha blending mechanism should handle, and for each Algorithm I can ...
In a 3D game i have large no. of trees with alpha value. What is the efficient way to draw all? What i tried is Taking every tree as a object and draw according to its z value and using billboarding. ...
I am trying to achieve additive blending with point sprites. When the sprites overlap, all I get is solid red, when I expect to get a smooth blend from red->yellow->white. My sprite texture has all ...
I have a set of 3D points that I need to "blend" between. Lets say I have points [A,B,C] and I have the amount I want to blend each as [0.5, 0.2, 0.8], how can I blend between these points with the ...