particles 5
Bitmask problem solved all i needed to do was set the bitmask as glcolor(1,1,1)
then set glcolour as the particle's colour to draw the main texture
then set glcolour as the particle's colour to draw the main texture
glPushMatrix();
glColor3f (1,1,1);
glTranslatef (parts[i].Xpos, parts[i].Ypos, parts[i].Zpos);
glRotatef (parts[i].Direction - 90, 0, 0, 1);
glScalef (parts[i].Scalez, parts[i].Scalez, parts[i].Scalez);
glDisable (GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable (GL_BLEND);
glBlendFunc (GL_DST_COLOR, GL_ZERO);
glBindTexture (GL_TEXTURE_2D, texture1[0]);
glBegin (GL_QUADS);
glTexCoord2d (0, 0);
glVertex3f (-1, -1, 0);
glTexCoord2d (1, 0);
glVertex3f (1, -1, 0);
glTexCoord2d (1, 1);
glVertex3f (1, 1, 0);
glTexCoord2d (0, 1);
glVertex3f (-1, 1, 0);
glEnd();
glColor3f (parts[i].Red,parts[i].Green,parts[i].Blue);
glBlendFunc (GL_ONE, GL_ONE);
glBindTexture (GL_TEXTURE_2D, texture1[1]);
glBegin (GL_QUADS);
glTexCoord2d (0, 0);
glVertex3f (-1, -1, 0);
glTexCoord2d (1, 0);
glVertex3f (1, -1, 0);
glTexCoord2d (1, 1);
glVertex3f (1, 1, 0);
glTexCoord2d (0, 1);
glVertex3f (-1, 1, 0);
glEnd();
glEnable(GL_DEPTH_TEST);
glPopMatrix();
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