Right, format is rgba, but alpha channel not enabled in shader.ijs
it needs to add 2 lines,
glEnable GL_BLEND
glBlendFunc GL_SRC_ALPHA; GL_ONE_MINUS_SRC_ALPHA

otherwise alpha is ignored.

Fri, 28 Feb 2020, Raul Miller написал(а):
> On Fri, Feb 28, 2020 at 2:09 PM Brian Schott <[email protected]> wrote:
> > Of course I am still struggling with painting the faces of the tetrahedrons
> > as solid colors. They are my tentative turtles. I am now wondering if my
> > problem is related to the use of four-element color vectors instead of
> > three element. I have not found any description of how to set those things
> > in the kernel as you seem to have done. And does this setting conflict with
> > the attribute setting that I changed from 3 to 4?
> 
> Just as a reminder: four element "color" in opengl is typically rgba:
> red, green, blue, alpha.
> 
> The alpha color channel ranges from 0 (transparent) to 1 (opaque) in
> typical application (but shaders are free to re-interpret color
> information arbitrarily -- the definitive color is what's emitted by
> the pixel shader).
> 
> https://www.khronos.org/opengl/wiki/Image_Format
> 
> Thanks,
> 
> -- 
> Raul
> ----------------------------------------------------------------------
> For information about J forums see http://www.jsoftware.com/forums.htm

-- 
regards,
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