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Question[OpenGL/MFC/C++] backface transparency... Pin
Maximilien11-Jan-11 5:02
Maximilien11-Jan-11 5:02 
(OpenGL on vs2008)
I'm drawing surfaces, not volumes. the issue is corruption (or maybe PEBKAC) when displaying "blended" (transparent)

I don't seem to understand how the surface must be "setup" to obtain full surface transparency on both the front side and back side.


I have something like :
::glReadBuffer( GL_BACK );
::glDrawBuffer( GL_BACK );
::glDepthFunc( GL_LESS );
::glEnable( GL_DEPTH_TEST );


// init.
glPolygonMode ( GL_FRONT, GL_FILL );
glPolygonMode ( GL_BACK, GL_FILL  );
glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE );
glDepthMask( GL_FALSE );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );

glColor4ub( red, green, blue, alpha ); //valid values.
// draw the cone (render triangles)...

// cleanup...
glDisable( GL_BLEND );
glDepthMask( GL_TRUE );
glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE );


When using this code, there are some corruption in the display, surface "patches" are not rendered appropriately when displaying against "itself", for example a front facing polygon of a cone or cylinder which is displayed against a back" face of the same cone or cylinder.

see images showing the issue:
simple cylinder :
http://www.flickr.com/photos/thesorus/5346534862/in/photostream/[^]

and

a cone, a sphere and a plane.
http://www.flickr.com/photos/thesorus/5345924155/in/photostream/[^]


Max.

Thanks.
Watched code never compiles.

AnswerRe: [OpenGL/MFC/C++] backface transparency... Pin
jk chan14-Jan-11 4:42
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AnswerRe: [OpenGL/MFC/C++] backface transparency... Pin
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Questiontransparent using Fillpath Pin
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AnswerRe: transparent using Fillpath Pin
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QuestionOpenGL rendering on desktop [modified] Pin
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