I am working on a handwriting application on iOS. I found the sample project "GLPaint" from iOS documentation which is implemented by OpenGL ES, and I did something modification on it.
I track the touch points and calculate the curves between the points and draw particle images alone the curve to make it looks like where the finger passby.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, brushData); // burshData is from CGImage, it is
// vertexBuffer is generated based on the calculated points, it's just a sequence of point where need to draw image.
glVertexPointer(2, GL_FLOAT, 0, vertexBuffer);
glDrawArrays(GL_POINTS, 0, vertexCount);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
What I got is a solid line which looks quite good. But now I want to draw semi-transparent highlight instead of solid line. So I replace the particle image with a 50% transparency one without changing code.
Result of 50% transparency particle image
There is something wrong with blend.
What I need
I draw three points using the semi-transparency particle image, and the intersection area should keep 50% transparency.
What's the solution?
Im maybe two years later answering that question, but i hope it helps somebody who comes here looking for a solution to this problem, like it happened to me.
You are going to need to assign to each cirle a different z value. It doesn't matter how big or small this difference is, we only need them to not be strictly equal.
First, you disable writing in the color buffer glColorMask(false,false,false,false)
, and then draw the circles normally. The Z-buffer will be updated as desired, but no circles will be drawn yet.
Then, you enable writing in the color buffer (glColorMask(true,true,true,true)
) and set the depthFunc to LEQUAL ( glDepthFunc(GL_LEQUAL)
). Only the nearest circle pixels will pass the depth test (Setting it to LEQUAL instead of EQUAL deals with some rare but possible floating point approximation errors). Enabling blending and drawing them again will produce the image you wanted, with no transparency overlap.
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