[Interest] Quick3D mapping of png textures onto Item 3D
Satya Praveen Ganapathi
praveen.s at hmie.co.in
Thu Sep 20 11:10:13 CEST 2012
Hi,
I tried with the below code to resolve the transparent area of png shown
as black shaded:-
ViewPort
{
Width:parent.width
Height:parent.height
blending:true
Quad{
effect:Effect{
texture:"img.png"
}
}
However, it still shows the transparent area of png file as black
shaded.
Please let me know the solution or this is a known issue in Quick3D.
Best Regards,
Satya
-----Original Message-----
From: interest-bounces+praveen.s=hmie.co.in at qt-project.org
[mailto:interest-bounces+praveen.s=hmie.co.in at qt-project.org] On Behalf
Of Ramakanthreddy_Kesireddy
Sent: Thursday, September 20, 2012 10:25 AM
To: Thomas Senyk; interest at qt-project.org
Subject: Re: [Interest] Quick3D mapping of png textures onto Item 3D
Hi,
We tried with below blending property in Effect but transparent area of
the png file is
still shown as black shaded.
Quad{
Effect{
texture:"img.png"
blending:true
}
}
Could you please let us know if we are mssing anything in this regard.
Br,
Ramakanth
________________________________________
From:
interest-bounces+ramakanthreddy_kesireddy=mahindrasatyam.com at qt-project.
org
[interest-bounces+ramakanthreddy_kesireddy=mahindrasatyam.com at qt-project
.org] on behalf of Thomas Senyk [thomas.senyk at pelagicore.com]
Sent: Wednesday, September 19, 2012 5:13 PM
To: interest at qt-project.org
Subject: Re: [Interest] Quick3D mapping of png textures onto Item 3D
As he is using QtQuick3D, the answer is simpler:
http://doc.qt.digia.com/qt-quick3d-snapshot/qml-effect.html#blending-pro
p
:)
Greets
Thomas
On Tue, September 18, 2012 08:57:55 AM Till Oliver Knoll wrote:
> 2012/9/18 Satya Praveen Ganapathi <praveen.s at hmie.co.in>:
> > ...
> > However, the png image is not getting displayed properly in 3D space
i.e.
> > transparent area of the png file is
> > shown as black shaded.
>
> Most probably you simply need to enable "alpha blending": In OpenGL
> terms that usually means
>
> a) Turn blending on: glEnable(GL_BLEND)
> b) Define a blend function, e.g.: glBlendFunc(GL_SRC_ALPHA,
> GL_ONE_MINUS_SRC_ALPHA)
>
> Note: "Premultiplied alpha" textures (refer to Wikipedia or the Qt
> docs about the same topic) are to be preferred, in which case you
> would say glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
>
> Here is a guy who is trying /exactly/ the same thing as you:
>
> http://galfar.vevb.net/imaging/smf/index.php?topic=296.0
>
> Depending on what you are trying to achieve the function glTexEnv()
> with argument GL_BLEND might be useful too (if you want to apply alpha
> blending at the moment when applying the texture - and if you want
> that the underlying surface colour shines through). Refer to the
> (possibly outdated) FAQ:
>
>
http://www.opengl.org/archives/resources/faq/technical/transparency.htm
>
>
> How you apply all this to Qt 3D I don't know - but I'm sure there must
> be this big "Enable blending" switch somewhere, too - refer to the
> docs (and if not, to my little understanding you can still mix in your
> own "raw OpenGL" code as above, no?).
>
> Cheers, Oliver
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