Problem with Transparency Effect and OpenGL
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Contributed Library Questions
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1 years ago
Hi Processing Community,
I am having trouble applying a transparency effect to an OpenGL texture. The below example is the Textured Spere Example from the included OpenGL library with tint(255,150); added.
The problem I am experiencing is that allthough I turned lights off (noLights();) I get a sort of shadow on my Sphere, which, only makes half the sphere transparent and the other half not. When I rotate it, I can get the whole sphere transparent or totally non-transparent, depending on where I rotate.
The desired effect would be that the whole sphere is transparent, no matter where I rotate it.
Any ideas would be highly appreciated!
Thanks!
I am having trouble applying a transparency effect to an OpenGL texture. The below example is the Textured Spere Example from the included OpenGL library with tint(255,150); added.
The problem I am experiencing is that allthough I turned lights off (noLights();) I get a sort of shadow on my Sphere, which, only makes half the sphere transparent and the other half not. When I rotate it, I can get the whole sphere transparent or totally non-transparent, depending on where I rotate.
The desired effect would be that the whole sphere is transparent, no matter where I rotate it.
Any ideas would be highly appreciated!
Thanks!
- /**
* Textured Sphere
* by Mike 'Flux' Chang (cleaned up by Aaron Koblin).
* Based on code by Toxi.
*
* A 3D textured sphere with simple rotation control.
* Note: Controls will be inverted when sphere is upside down.
* Use an "arc ball" to deal with this appropriately.
*/
import processing.opengl.*;
PImage bg;
PImage texmap;
int sDetail = 35; // Sphere detail setting
float rotationX = 0;
float rotationY = 0;
float velocityX = 0;
float velocityY = 0;
float globeRadius = 450;
float pushBack = 0;
float[] cx, cz, sphereX, sphereY, sphereZ;
float sinLUT[];
float cosLUT[];
float SINCOS_PRECISION = 0.5;
int SINCOS_LENGTH = int(360.0 / SINCOS_PRECISION);
void setup() {
size(1024, 768, OPENGL);
texmap = loadImage("world32k.jpg");
initializeSphere(sDetail);
}
void draw() {
background(0);
renderGlobe();
}
void renderGlobe() {
pushMatrix();
translate(width/2.0, height/2.0, pushBack);
pushMatrix();
noFill();
stroke(255,200);
strokeWeight(2);
smooth();
popMatrix();
noLights();
pushMatrix();
rotateX( radians(-rotationX) );
rotateY( radians(270 - rotationY) );
fill(255);
noStroke();
tint(255,150);
textureMode(IMAGE);
texturedSphere(globeRadius, texmap);
popMatrix();
popMatrix();
rotationX += velocityX;
rotationY += velocityY;
velocityX *= 0.95;
velocityY *= 0.95;
// Implements mouse control (interaction will be inverse when sphere is upside down)
if(mousePressed){
velocityX += (mouseY-pmouseY) * 0.01;
velocityY -= (mouseX-pmouseX) * 0.01;
}
}
void initializeSphere(int res)
{
sinLUT = new float[SINCOS_LENGTH];
cosLUT = new float[SINCOS_LENGTH];
for (int i = 0; i < SINCOS_LENGTH; i++) {
sinLUT[i] = (float) Math.sin(i * DEG_TO_RAD * SINCOS_PRECISION);
cosLUT[i] = (float) Math.cos(i * DEG_TO_RAD * SINCOS_PRECISION);
}
float delta = (float)SINCOS_LENGTH/res;
float[] cx = new float[res];
float[] cz = new float[res];
// Calc unit circle in XZ plane
for (int i = 0; i < res; i++) {
cx[i] = -cosLUT[(int) (i*delta) % SINCOS_LENGTH];
cz[i] = sinLUT[(int) (i*delta) % SINCOS_LENGTH];
}
// Computing vertexlist vertexlist starts at south pole
int vertCount = res * (res-1) + 2;
int currVert = 0;
// Re-init arrays to store vertices
sphereX = new float[vertCount];
sphereY = new float[vertCount];
sphereZ = new float[vertCount];
float angle_step = (SINCOS_LENGTH*0.5f)/res;
float angle = angle_step;
// Step along Y axis
for (int i = 1; i < res; i++) {
float curradius = sinLUT[(int) angle % SINCOS_LENGTH];
float currY = -cosLUT[(int) angle % SINCOS_LENGTH];
for (int j = 0; j < res; j++) {
sphereX[currVert] = cx[j] * curradius;
sphereY[currVert] = currY;
sphereZ[currVert++] = cz[j] * curradius;
}
angle += angle_step;
}
sDetail = res;
}
// Generic routine to draw textured sphere
void texturedSphere(float r, PImage t)
{
int v1,v11,v2;
r = (r + 240 ) * 0.33;
beginShape(TRIANGLE_STRIP);
texture(t);
float iu=(float)(t.width-1)/(sDetail);
float iv=(float)(t.height-1)/(sDetail);
float u=0,v=iv;
for (int i = 0; i < sDetail; i++) {
vertex(0, -r, 0,u,0);
vertex(sphereX[i]*r, sphereY[i]*r, sphereZ[i]*r, u, v);
u+=iu;
}
vertex(0, -r, 0,u,0);
vertex(sphereX[0]*r, sphereY[0]*r, sphereZ[0]*r, u, v);
endShape();
// Middle rings
int voff = 0;
for(int i = 2; i < sDetail; i++) {
v1=v11=voff;
voff += sDetail;
v2=voff;
u=0;
beginShape(TRIANGLE_STRIP);
texture(t);
for (int j = 0; j < sDetail; j++) {
vertex(sphereX[v1]*r, sphereY[v1]*r, sphereZ[v1++]*r, u, v);
vertex(sphereX[v2]*r, sphereY[v2]*r, sphereZ[v2++]*r, u, v+iv);
u+=iu;
}
// Close each ring
v1=v11;
v2=voff;
vertex(sphereX[v1]*r, sphereY[v1]*r, sphereZ[v1]*r, u, v);
vertex(sphereX[v2]*r, sphereY[v2]*r, sphereZ[v2]*r, u, v+iv);
endShape();
v+=iv;
}
u=0;
// Add the northern cap
beginShape(TRIANGLE_STRIP);
texture(t);
for (int i = 0; i < sDetail; i++) {
v2 = voff + i;
vertex(sphereX[v2]*r, sphereY[v2]*r, sphereZ[v2]*r, u, v);
vertex(0, r, 0,u,v+iv);
u+=iu;
}
vertex(sphereX[voff]*r, sphereY[voff]*r, sphereZ[voff]*r, u, v);
endShape();
}
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