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seams in blending

Started by Renran May 11, 2008 at 1:13 AM 6 replies 1.1k views
Original Post
Renran
Renran
Well, I made a terrain with triangle strips. Some strips can overlap each other, so the corners of the textures are black to have transparency. Problem: where the corners of the transparent textures meet, I have ugly seams with ugly colors: First I was using: GL_SCR_COLOR,GL_ONE for blending It gave me an ugly color and seams. Then I used: GL_ONE, GL_ONE This give me ugly seams and another ugly color where ends meet? Is this normal? Thanks, RenRan
Coz
Coz
I'm not sure it will give enough information for the solution to your problem, but images would help.
wlw_wl
wlw_wl
Yes, the images would help a lot, cause it could be z-fighting that you call seams or something else, but we don't see so we can't tell...
Renran
Renran
Yes, I wanted to do that, but can You tell me how I can put an image in
this forum?

Thanks,

RenRan
wlw_wl
wlw_wl
you need to upload it to imageshack.us or such and post a link here, on imageshack you'll get a tag you can post immediately (it's the "site" one, I think)
Deftoned
Deftoned
Hey i don't know how long you have been using openGL, but i will tell you what caused a similar problem for me when doing particle systems,
have you disabled GL_DEPTH_TEST before drawing the polys and re-enabled it after?
Because without doing that you will be able to see the edges of every poly and leads to a very ugly look, it could be something this simple if you are new, or something i don't know about but good luck and i hope it is this easy :P .
Renran
Renran
Hey Deftoned, it's better but because You can zoom in very close, the seams
are still visible.
I did try a lot and only Java's blendinspect could help me.
But I think that seams will always be visible unfortunately.

Anyway Thanks,

RenRan

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