I'm using a pre-built material of Qt3D:
Qt3DRender::QMaterial *MyClass::createMaterial()
{
Qt3DExtras::QPhongAlphaMaterial *mat = new Qt3DExtras::QPhongAlphaMaterial();
mat->setAmbient(QColor("#576675"));
mat->setDiffuse(QColor("#5F6E7D"));
mat->setSpecular(QColor("#61707F"));
mat->setShininess(0.0f);
mat->setAlpha(0.5f);
return mat;
}
I set alpha to 0.5f
, so I expect the material be semi-transparent. But the model looks mostly white except some regions:
When I check the source code I see this settings for alpha-blending:
m_blendState->setSourceRgb(QBlendEquationArguments::SourceAlpha);
m_blendState->setDestinationRgb(QBlendEquationArguments::OneMinusSourceAlpha);
m_blendEquation->setBlendFunction(QBlendEquation::Add);
I wonder why the model looks white?
As suggested by @Macke, the object on black background looks fine!
When I set alpha
to 1.0
, I observe this:
As pointed out by @Macke, one issue was related to depth test. On the source code, depth mask is disabled by default:
// ...
, m_noDepthMask(new QNoDepthMask())
// ...
m_phongAlphaGL3RenderPass->addRenderState(m_noDepthMask);
m_phongAlphaGL2RenderPass->addRenderState(m_noDepthMask);
m_phongAlphaES2RenderPass->addRenderState(m_noDepthMask);
I enabled depth mask by removing QNoDepthMask
stuff, and now with alpha = 1.0
the rendering result is fine:
Suggested by @EddyAlleman, I added such lines of code:
blendState->setSourceAlpha(Qt3DRender::QBlendEquationArguments::Zero);
blendState->setDestinationAlpha(Qt3DRender::QBlendEquationArguments::One);
Then, the transparency (alpha = 0.4
) is fine even on gray background:
try this to set the blendequation state
set sourceAlphaArg to Qt3DRender::QBlendEquationArguments::Zero
set destinationAlphaArg to Qt3DRender::QBlendEquationArguments::One
info from enum QBlendEquationArguments::Blending
Constant Value OpenGL Qt3DRender::QBlendEquationArguments::Zero 0 GL_ZERO Qt3DRender::QBlendEquationArguments::One 1 GL_ONE
EDIT: a good explanation can be found here: learnopengl.com/Advanced-OpenGL/Blending