Hey guys
I'm using GWEN and OpenGL 4.2.0 and I'm getting some really wierd rendering issues.
I'm rendering the UI with what is basically the OpenGL renderer that comes with GWEN with the exception that it's using a material from my engine's shader system.
[URL="http://imgur.com/65jcb"][IMG]http://i.imgur.com/65jcbl.png[/IMG][/URL]
For some reason the colours appear really washed out and some are even not present.
I'm using a 24bit color pixel format with depth.
Below is the GLSL shader code used to render it, blending wise I'm using the standard glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glAlphaFunc( GL_GREATER, 1.0f ); that comes with the library.
[URL="http://imgur.com/o5BH1"][IMG]http://i.imgur.com/o5BH1l.png[/IMG][/URL]
The amount of "washed outness" also seems to change depending on what elements are present on the screen, been at this for 3 days now and I'm really at a dead end. Any help appreciated!
-snip-
fixed. Anyone else who has these issues should be sure to stop their shader sampling the texture when GWEN is rendering color only blocks. I figured a bit of branching was overall cheaper than a state change?
-snip, late-
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