blendSrc = DST_ALPHA 的时候,发现获取的都是1,
这个时候需要检查下GL_ALPHA_BITS的位数,判断输出到屏幕的像素是不是带有Alpha通道。
(int alphaBit = 1;
glGetIntegerv(GL_ALPHA_BITS, &alphaBit);
)
2.
如果发现alphaBit是0的话,那么就表示,输出到屏幕的像素是不带有Alpha通道,这个时候blendSrc = DST_ALPHA,获得的都是1,如果想要获得的是正确的值,那么就需要输出到屏幕的像素是带有Alpha通道的,例如在Window平台上,就需要
you set up an alpha channel (and the color channels) in your PIXELFORMATDESCRIPTOR like
PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL |
PFD_DOUBLEBUFFER ,
PFD_TYPE_RGBA,
32, //Color Bits
8, // Bits for Red Channel
0, // ignored
8, // Bits for Green Channel
0, // ignored
8, // Bits for Blue Channel
0, // ignored
8, // Bits for Alpha Channel
0, // ignored
0,0,0,0,0,
32,
0,
0,
PFD_MAIN_PLANE,
0,
0,0,
};
简单地说,就是设置pfd.cAlphaBits = 8。
(上面的是window平台的,如果是android的话,例如cocos2dx的话,就需要找到
)
3. 如果 wglChoosePixelFormatARB && wglCreateContextAttribsARB 的话,换需要
int attribList[] = {
WGL_SAMPLES_ARB, params ? params->samples : 0,
WGL_SAMPLE_BUFFERS_ARB, params ? (params->samples > 0 ? 1 : 0) : 0,
WGL_DRAW_TO_WINDOW_ARB, GL_TRUE,
WGL_SUPPORT_OPENGL_ARB, GL_TRUE,
WGL_DOUBLE_BUFFER_ARB, GL_TRUE,
WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB,
WGL_COLOR_BITS_ARB, DEFAULT_COLOR_BUFFER_SIZE,
WGL_DEPTH_BITS_ARB, DEFAULT_DEPTH_BUFFER_SIZE,
WGL_STENCIL_BITS_ARB, DEFAULT_STENCIL_BUFFER_SIZE,
WGL_ALPHA_BITS_ARB, DEFAULT_ALPHA_BIT_SIZE, (<---------------------------- 新加的)
0
};
wglChoosePixelFormatARB(hdc, attribList, NULL, 1, &pixelFormat, &numFormats) || numFormats == 0)
5.这个时候,再执行
(int alphaBit = 1;
glGetIntegerv(GL_ALPHA_BITS, &alphaBit);
)
就会发现 alphaBit就是8了。
6.那么,blendSrc = DST_ALPHA,获得的直就是屏幕的pixel的alpha值了,就不会一直都是1。
参考:
https://www.opengl.org/discussion_boards/archive/index.php/t-154381.html
https://www.opengl.org/sdk/docs/man2/xhtml/glGet.xml
http://www.gamedev.net/topic/173747-reading-alpha-with-glreadpixels/
http://stackoverflow.com/questions/4723907/glreadpixels-and-alpha-channels-returning-1-0/4724028