GLPaint with white background
I'm trying draw on a white background by reverse engineering GLPaint. I've gone through every combination of kSaturation, kLuminosity and glBlendFunc, AND just about every combination I can think of for brush texture (black on white, white on black, white on trans, alias/no alias, etc), but haven't stumbled upon the desired effect.
The best I've been able to achieve is with a white-on-trans circle, with glBlendFunc (GL_ SRC_ ALPHA, GL_ ONE_ MINUS_ SRC_ ALPHA), but this still gives me a dull colour, and the semi-trans outer bits are interpreted as black (i.e. dull green with black edges, instead of vibrant green开发者_JS百科 with transparent edges). It's as though it still assumes I'm on a black background.
Any advice?
(source: straandlooper.com)Did you also:
glEnable(GL_BLEND);
?
I believe this is what you want for it to work on White: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
Then use a white 'Particle.png' circle that feathers out to transparency (your 'best' example).
This should give in the desired result.
Yup, glEnable(GL_BLEND) is in there. I've basically started with GLPaint and changed the background to white and the rest of the code is the same. I have to assume that since GLPaint was made with black background, there's some bit of code that is set to blend ideally to black, and I don't know which switch to flip (or, indeed, what switches can be flipped. Heck, what switches even exist).
Here's what's there by default. Lemme know if you see anything awry...
glDisable(GL_DITHER)
glMatrixMode(GL_PROJECTION)
glMatrixMode(GL_MODELVIEW)
glEnable(GL_TEXTURE _2D)
glEnableClientState(GL_VERTEX _ARRAY)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC _ALPHA, GL_ONE _MINUS _SRC _ALPHA)
glEnable(GL_POINT _SPRITE _OES)
glEnable(GL_COLOR _MATERIAL)
I don't mind telling you, I haven't a clue what any of that is. -kev.
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