J'ai un PNG avec un fond transparent, et j'essaye de l'afficher en utilisant LWJGL. Mais au lieu d'un fond transparent, il apparaît avec un fond noir opaque. Je suis le code de l'exemple "Space Invaders".Transparent PNG n'est pas transparent dans LWJGL
Voici mon code. Je m'excuse pour sa longueur, mais je n'ai pas pu le réduire davantage et montrer le graphique. "ball.png" est une image de 256x256 avec un arrière-plan transparent.
package com.ziroby.kata.bouncingBalls;
import static org.lwjgl.opengl.GL11.*;
import org.lwjgl.opengl.Display;
import java.awt.*;
import java.awt.color.ColorSpace;
import java.awt.image.*;
import java.io.IOException;
import java.net.URL;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.util.Hashtable;
import javax.swing.ImageIcon;
public class Game {
public void start() throws Exception {
Display.setInitialBackground(0.5f, 0.5f, 0.5f);
Display.create();
// enable textures since we're going to use these for our sprites
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glOrtho(0, 800, 600, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
getTexture("ball.png");
// clear screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// translate to the right location and prepare to draw
glTranslatef(300, 200, 0);
// draw a quad textured to match the sprite
glBegin(GL_QUADS);
{
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(0, 1);
glVertex2f(0, 100);
glTexCoord2f(1, 1);
glVertex2f(100, 100);
glTexCoord2f(1, 0);
glVertex2f(100, 0);
}
glEnd();
// update window contents
Display.update();
Thread.sleep(1000);
Display.destroy();
}
public void getTexture(String resourceName) throws IOException {
glBindTexture(GL_TEXTURE_2D, 1);
BufferedImage bufferedImage = loadImage(resourceName);
ByteBuffer textureBuffer = convertImageData(bufferedImage);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// produce a texture from the byte buffer
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bufferedImage.getWidth(),
bufferedImage.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE,
textureBuffer);
}
/**
* Convert the buffered image to a texture
*/
private ByteBuffer convertImageData(BufferedImage bufferedImage) {
ByteBuffer imageBuffer;
WritableRaster raster;
BufferedImage texImage;
ColorModel glAlphaColorModel = new ComponentColorModel(ColorSpace
.getInstance(ColorSpace.CS_sRGB), new int[] { 8, 8, 8, 8 },
true, false, Transparency.TRANSLUCENT, DataBuffer.TYPE_BYTE);
raster = Raster.createInterleavedRaster(DataBuffer.TYPE_BYTE,
bufferedImage.getWidth(), bufferedImage.getHeight(), 4, null);
texImage = new BufferedImage(glAlphaColorModel, raster, true,
new Hashtable());
// copy the source image into the produced image
Graphics g = texImage.getGraphics();
g.setColor(new Color(0f, 0f, 0f, 0f));
g.fillRect(0, 0, 256, 256);
g.drawImage(bufferedImage, 0, 0, null);
// build a byte buffer from the temporary image
// that be used by OpenGL to produce a texture.
byte[] data = ((DataBufferByte) texImage.getRaster().getDataBuffer())
.getData();
imageBuffer = ByteBuffer.allocateDirect(data.length);
imageBuffer.order(ByteOrder.nativeOrder());
imageBuffer.put(data, 0, data.length);
imageBuffer.flip();
return imageBuffer;
}
/**
* Load a given resource as a buffered image
*/
private BufferedImage loadImage(String ref) throws IOException {
URL url = getClass().getClassLoader().getResource(ref);
// due to an issue with ImageIO and mixed signed code
// we are now using good oldfashioned ImageIcon to load
// images and the paint it on top of a new BufferedImage
Image img = new ImageIcon(url).getImage();
BufferedImage bufferedImage = new BufferedImage(img.getWidth(null), img
.getHeight(null), BufferedImage.TYPE_INT_ARGB);
Graphics g = bufferedImage.getGraphics();
g.drawImage(img, 0, 0, null);
g.dispose();
return bufferedImage;
}
}
Merci. C'est ce qu'il a fait. –