Original Post
I am new here, thus please accept my apologies if I am asking something that has been already answered there. I am doing graphic addons, and I have added support to create OpenGL textures from 32-bit PNG using variable opacity. So far everything works fine except the fact that I doesn't want to use glEnable(GL_DEPTH_TEST) in order to see through the mapped texture. My question is, should I use BSP or is there anything easier to use with OpenGL ? Here is a link to a demo (with PB source code) using texture with variable opacity that shows the problem I would like to solve: Click here to download the demo Screen shot:
Patrice Terrier www.zapsolution.com
Patrice Terrier www.zapsolution.com