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javaopenglopengl-compat

All polygons become transparent, how to fix?


I did something in my project and all poly become transparent.

I downloaded my old git there all was okey, but it still transparent.

Tick event: In render all poly drawings

    public void render() { 
       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
       glClearColor(0.925f, 0.98f, 0.988f, 1f);

       glPushMatrix();

       game.render();

       glPopMatrix();
   }

Last changed function:

public void drawModel(Vector3f camLocation) {

        for (int i = 0; i < count; i++) {

            glPushMatrix();
            glTranslated(copies[i].x, copies[i].y, copies[i].z);
            glRotatef(rotations[i], 0, 1, 0);

            texture.bind();
            glEnable(GL_TEXTURE_2D);
            glBegin(GL_TRIANGLES);

            if (Stereometry.getVectorLenght(camLocation, copies[i]) < lodRange) {
                k = 0;
            } else {
                k = m.length - 1;
            }
            for (Model.Face face : m[k].getFaces()) {

                //Первая точка
                Vector3f n1 = m[k].getNormals().get(face.getNormalIndices()[0] - 1);
                glNormal3f(n1.x, n1.y, n1.z);
                if (m[k].hasTextureCoordinates() && hasText) {
                    Vector2f t1 = m[k].getTextureCoordinates().get(face.getTextureCoordinateIndices()[0] - 1);
                    glTexCoord2f(t1.x, t1.y);
                }
                Vector3f v1 = m[k].getVertices().get(face.getVertexIndices()[0] - 1);
                glVertex3f(v1.x * scale, v1.y * scale, v1.z * scale);

...2 More Vertex...

            glEnd();
            glDisable(GL_TEXTURE_2D);
            glRotatef(-rotations[i], 0, 1, 0);
            glTranslated(-copies[i].x, -copies[i].y, -copies[i].z);
        }

    }

How it looks: https://yadi.sk/i/D7XQhyBICB6sug


Solution

  • If texturing is enabled, then by default the color of the texel is multiplied by the current color, because by default the texture environment mode (GL_TEXTURE_ENV_MODE) is GL_MODULATE. See glTexEnv.

    This causes that the color and the alpha channel of the texels of the texture is "mixed" by the last color which has been set by glColor4f.

    Set a "white" color and an alpha channel of 1 before you render the texture, to solve your issue:

    glColor4f(1, 1, 1, 1);
    

    Note, if the current color has an alpha channel below 1 and Blending is enabled, this may cause an unexpected transparency effect.

    An alternative solution would be to change the environment mode to GL_REPLACE, instead:

    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);