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Why is the frame showing through at the edges?
I don’t understand how to play with the alpha channel, the frame shines through from above and below
the code:
void Scene1::ShowRam()
{
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glAlphaFunc(GL_GEQUAL, 0.0);
/*
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glAlphaFunc(GL_GREATER, 0.0f);
*/
glBindTexture(GL_TEXTURE_2D, image->IndexTexture[FindTexture(vectorram[0])]);
glBegin(GL_POLYGON);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 0.9f);
glTexCoord2f(1.f, 0.0f);
glVertex3f(1.0f, -1.0f, 0.9f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 0.9f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 0.9f);
glEnd();
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
}
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