I am drawing some textures with alpha channel, but when they are displayed it looks like the alpha channel is only binary. So a pixel is either transparent or opaque, although in the texture file itself the pixel is half-transparent. The blending is set up like this:
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
Is there a workaround for this problem?
The above shows how it should be like, and the below shows how it is:
Try this:
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glEnable(GL10.GL_ALPHA_BITS);
//draw...
gl.glDisable(GL10.GL_ALPHA_BITS);
It seems like it's using alpha testing instead of alpha blending, which would explain the thresholding behaviour. Although it isn't enabled by default, it might be worth to try:
gl.glDisable(GL10.GL_ALPHA_TEST);
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