Comments (20)
Maybe something to do with texture picture format?
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I'm using texture.png and it's not working...
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You must configuration opengl for using alpha values
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Thank you, but can you show me the code to do it?
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Oh I mean the blocks are not showing all the pixels, and it turns out to be black in that part.
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I think this should work
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
(for example past this code in the setup() function)
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I'll try that
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It worked!
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Thank you!
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I think I should add something called depth test I guess
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Oh I just didn't disable the hide block surface of these block
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I'll fix that
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There may be also another bug that translucent blocks 2 Or More Blocks apart will disable rendering the block behind another
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Yeah, I notice that.
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There may be also another bug that translucent blocks 2 Or More Blocks apart will disable rendering the block behind another
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Some blocks displayed after the translucent block will not show behind it
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But that also mean if I display the translucent block after the full blocks, there'll still problems between translucent blocks.
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One part (normal behind transparent) can be fixed by using separated batches one for alpha textures and one for non-alpha, for the other I have no clue how to fix it
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ok
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