Hello all, I am currently working on a small project for which I have decided to use the Clutter and Cogl APIs. I am attempting to implement a custom Clutter Actor and am managing the drawing of this Actor using Cogl. I am having a problem, however, with the transparency of items drawn using "pure" COGL: changing the alpha value has no effect, and the result is 100% opaque.
Here are the relevant pieces of code: // title area { cd[i++] = ColorManager::BORDER_LIGHT.get_red() / ColorManager::MAX_RGBA_VAL; cd[i++] = ColorManager::BORDER_LIGHT.get_green() / ColorManager::MAX_RGBA_VAL; cd[i++] = ColorManager::BORDER_LIGHT.get_blue() / ColorManager::MAX_RGBA_VAL; cd[i++] = ColorManager::BORDER_LIGHT.get_alpha() / ColorManager::MAX_RGBA_VAL; cd[i++] = ColorManager::BORDER_LIGHT.get_red() / ColorManager::MAX_RGBA_VAL; cd[i++] = ColorManager::BORDER_LIGHT.get_green() / ColorManager::MAX_RGBA_VAL; cd[i++] = ColorManager::BORDER_LIGHT.get_blue() / ColorManager::MAX_RGBA_VAL; cd[i++] = 0.0; } cogl_vertex_buffer_add(vertex_data, "gl_Vertex", 2, COGL_ATTRIBUTE_TYPE_FLOAT, FALSE, 0, vd); cogl_vertex_buffer_add(vertex_data, "gl_Color", 4, COGL_ATTRIBUTE_TYPE_FLOAT, FALSE, 0, cd); cogl_vertex_buffer_submit(vertex_data); and later on... cogl_push_matrix(); { cogl_scale((_width )/(I_SIZE) , 1.0, 1.0); cogl_vertex_buffer_draw(vertex_data, COGL_VERTICES_MODE_LINE_STRIP, 12, 2); } cogl_pop_matrix(); Note that I have also tried enabling and disabling the stage feature that forces it to honor Actor transparency: stage->set_use_alpha(true); // or false This changes nothing. I have done a fair amount of search, but to no avail. If anyone has any idea why setting the alpha channel to 0.0 has no effect, I would greatly appreciate it. Regards, Andy
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