Pickle
Mega GP Mania
Anyone had any experience with these features on the caanoo/wiz opengl-es implementation?
First with fog what i did was enable it as linear, 0.25 density. I then draw a quad that extends the left/right/back of the viewport so simulate ground. The fog should cover up the far edge, but with gph version of this the edges can be seen.
With blend im using
I am attempting to blend a mesh with color material over the color buffer, again this works every where else. But with the gph version the mesh is totally opaque. I did find a table in the magiceyes opengl differences pdf, but im not really sure under what case this falls under. I thought my use would be pretty common.
First with fog what i did was enable it as linear, 0.25 density. I then draw a quad that extends the left/right/back of the viewport so simulate ground. The fog should cover up the far edge, but with gph version of this the edges can be seen.
With blend im using
Code:
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
I am attempting to blend a mesh with color material over the color buffer, again this works every where else. But with the gph version the mesh is totally opaque. I did find a table in the magiceyes opengl differences pdf, but im not really sure under what case this falls under. I thought my use would be pretty common.