Alpha blending and UIView background color
When I draw semitransparent textures with OpenGL, it looks like that I get them blended with EAGLView backgroundColor.
((EAGLView*)my_view).backgroundColor = [UIColor redColor];
opaque property is set to YES.
Now that image looks red, when I change to black it turns to gray(blended with black), to white it becomes white (even semitransparent black). What can it be?
my blending function setting is: src BFP_SRC_ALPHA, dest ONE_MINUS_SRC_ALPHA I tried also(possibly something like premultiplied alpha): src ONE dest GL_ONE_MINUS_SRC_ALPHA - it gives good result, but I get problems when drawing semitransparent quad(not texture).
问题出现在预乘alpha使用src ONE dest GL_ONE_MINUS_SRC_ALPHA,并且args必须与预乘alpha也glColor4f(r * a,g * a,b * a,a)
链接地址: http://www.djcxy.com/p/31838.html上一篇: 在混合模式下将Open GL中的两个半透明未预乘的纹理结合起来?
下一篇: Alpha混合和UIView背景颜色