I’m putting together and example for ofVbo and thought it would be nice to put in a point sprite example.
I just noticed that if you are drawing 3d shapes in the world then billboards around you need to enable depth testing.
glEnable(GL_DEPTH_TEST);
the problem is that this will cause the the billboard to get a box around them. Basically it looks like the alpha blending is no longer working. I have search the crap out of the opengl internet but no luck. Does anyone have any idea what is going on?
my guess is that drawing order does matter if alpha/transparency is involved. you should draw textures with alpha from back to front.
See http://vvvv.org/documentation/transparency -> about 2/3 down, “Where Drawing Order Matters…”. Technically for DirectX, but I figure similar things apply for OpenGL
[quote author=“vanderlin”]I’m putting together and example for ofVbo and thought it would be nice to put in a point sprite example.
I just noticed that if you are drawing 3d shapes in the world then billboards around you need to enable depth testing.
glEnable(GL_DEPTH_TEST);
the problem is that this will cause the the billboard to get a box around them. Basically it looks like the alpha blending is no longer working. I have search the crap out of the opengl internet but no luck. Does anyone have any idea what is going on?
[/quote]
Have you tried to disable writing into the depth-buffer for your point sprites, via
glDepthMask(false);
you should render your point-sprites at the end of your frame, otherwise other geometries may overwrite you point-sprites regardless of their depth.