Timeline for 2D Hidden Object Silhouette Shader
Current License: CC BY-SA 3.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Apr 8, 2015 at 22:47 | comment | added | Jon | glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.05); //reject any pixels with alpha less than 0.05 | |
| Apr 8, 2015 at 14:44 | comment | added | salbeira | As a sprite is a rectangle, can I also affect the stencil buffer with some kind of alpha test so that I can only affect the stencil buffer on pixels that were actually rendered, instead of having a 0 alpha value. | |
| Apr 7, 2015 at 0:33 | history | edited | Jon | CC BY-SA 3.0 | added 96 characters in body |
| Apr 6, 2015 at 10:20 | comment | added | Jon | @Eejin, I missed that. Any chance of you translating for me? | |
| Apr 6, 2015 at 9:40 | comment | added | Eejin | OP seems to be using OpenGL, see the glsl and jogl tags. | |
| Apr 6, 2015 at 3:18 | history | edited | Jon | CC BY-SA 3.0 | added 1020 characters in body |
| Apr 6, 2015 at 3:12 | history | edited | Jon | CC BY-SA 3.0 | added 1020 characters in body |
| Apr 6, 2015 at 2:57 | history | answered | Jon | CC BY-SA 3.0 |