In Apple's GLSprite (and probably the TouchFighter code as well), setting USE_DEPTH_BUFFER = 1 affects the alpha of textures such that any transparent pixel becomes black.
I.e. if all I do is change the single value of USE_DEPTH_BUFFER from 1 to 0, I get the transparency I want. Why the dependency between transparency and USE_DEPTH_BUFFER? What am I missing here?
Image with USE_DEPTH_BUFFER = 0
Image with USE_DEPTH_BUFFER = 1
I don't understand how creating the depth buffer affects whether the image-based textures are transparent or not. Any ideas?
Anthony
I.e. if all I do is change the single value of USE_DEPTH_BUFFER from 1 to 0, I get the transparency I want. Why the dependency between transparency and USE_DEPTH_BUFFER? What am I missing here?
Image with USE_DEPTH_BUFFER = 0
Image with USE_DEPTH_BUFFER = 1
I don't understand how creating the depth buffer affects whether the image-based textures are transparent or not. Any ideas?
Anthony