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我在我的遊戲中遇到了Apha混合問題,當我繪製具有alpha紋理的表面時,隱藏的是隱形的,但隱藏的部分是可見的是半透明的。這取決於光量 - 離光源越近,它看起來越好,但在陰影中,這些物體幾乎消失。Android Opengl 2.0 Alpha混合問題 - 半透明紋理
啓用Alpha混合:
GLES20.glEnable(GLES20.GL_BLEND);
然後我設定功能:
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
或
GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA);
效果仍然是相同的。我使用alpha通道的48位png文件。
我的片段着色器看起來是這樣的:
final String fragmentShader =
"precision mediump float; \n"
+"uniform vec3 u_LightPos; \n"
+"uniform sampler2D u_Texture; \n"
+"varying vec3 v_Position; \n"
+"varying vec4 v_Color; \n"
+"varying vec3 v_Normal; \n"
+"varying vec2 v_TexCoordinate; \n"
+"void main() \n"
+"{ \n"
+"float distance = length(u_LightPos - v_Position); \n"
+"vec3 lightVector = normalize(u_LightPos - v_Position); \n"
+"float diffuse = max(dot(v_Normal, lightVector), 0.0); \n"
+"diffuse = diffuse * (" + Float.toString((float)Brightness) +"/(1.0 + (0.08 * distance))); \n"
+"diffuse = diffuse; \n"
//+3
+"gl_FragColor = (v_Color * diffuse * texture2D(u_Texture, v_TexCoordinate)); \n"
+"} \n";
和頂點着色器:
uniform mat4 u_MVPMatrix;
uniform mat4 u_MVMatrix;
attribute vec4 a_Position;
attribute vec3 a_Normal;
attribute vec2 a_TexCoordinate;
varying vec3 v_Position;
varying vec4 v_Color;
varying vec3 v_Normal;
varying vec2 v_TexCoordinate;
void main()
{
v_Position = vec3(u_MVMatrix * a_Position);
v_Color = a_Color;
v_TexCoordinate = a_TexCoordinate;
v_Normal = vec3(u_MVMatrix * vec4(a_Normal, 0.0));
gl_Position = u_MVPMatrix * a_Position;
}
Thx for any suggestions:)
THX了很多人,它只是完美的:)所以簡單卻又如此輝煌!:) – Lucass 2013-03-14 19:46:09