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Posted

I'm calling the draw method during the post event of RenderGameOverlayEvent.

 

http://pastebin.com/xQcsNvuv

 

Here's a picture of the current situation (sorry about the craziness):

NDbrybh.png

 

Finally here's a picture of the textures:

7guH88c.png

 

If the picture couldn't explain it, the transparent parts of the textured rectangles I'm drawing are being drawn as black areas instead of transparent areas.

Kain

Posted

Hi

 

Probably either the alpha values in your bitmap are not right, or alpha testing is turned off

try

      GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
      GL11.glEnable(GL11.GL_ALPHA_TEST);
// render here
GL11.glPopAttrib();

 

-TGG

 

Posted

I would have guessed that GL11.glEnable(GL11.GL_BLEND); wasn't on... But I am probably wrong.

We all stuff up sometimes... But I seem to be at the bottom of that pot.

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