Blending and black
In my app, my clear color is set to black at the begining. I have text working now and my text file is a black image with white letters forming a grid for textured text rendering. This works fine with colored text. What I noticed was I can't render black text. In doing some thinking, I am wondering if I can render black anything. When I render black text, i see nothing, even if its rendered on say blue. If I render almost black text, I see almost nothing still. I think this is due to the blending being addative and 0 having no value.
I had to use:
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR); To get it to work. My question is, how can I have black be weighted just as heavily as white. I might even settle for no blending(but if I do that currently i get a black background). Should i change my image to replace the black with transparency? Is that inefficient for text?
Thanks in advance for any input.
I had to use:
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR); To get it to work. My question is, how can I have black be weighted just as heavily as white. I might even settle for no blending(but if I do that currently i get a black background). Should i change my image to replace the black with transparency? Is that inefficient for text?
Thanks in advance for any input.
An update on this. I am using a transparent font png now and it seems to work the best. I can print in black and white without issue.
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