Open rglusic opened 5 years ago
Well, everything except for nuklear.h
is community maintained, so you're asking on a right place. Unfortunately though, I can't help much in this case, but what I'm asking myself how texture()
behaves so that the multiplication Frag_Color * texture(...
doesn't produce the desired outcome.
You are correct. It's related to texture. More specifically its related to the textures coordinates being zero for an instance. I changed my work around to now do this instead:
vec2 texCoord = Frag_UV; if(Frag_UV.st == 0) { texCoord = vec2(0.0019, 0.0019); } Out_Color = Frag_Color * texture(Texture, texCoord);
This also seems to work. Strange that this is the issue though. I must not be providing the correct precision to one of the strides somewhere in my code.
Hello, I recently implemented Nuklear into my rendering framework as I believe it will be useful. I'm having a strange transparency issue though. I'm probably just missing something obvious, but I've yet to figure it out so I figured I'd ask here.
When I was making my implementation, I was mostly following along with the SDL_OpenGL3 demo listed under demos. Upon completing my implementation, I created the demo Nuklear window to test it and for some strange reason, the window is mostly transparent. I noticed that If i modify the shader to include
if(Frag_UV.st == 0) { Out_Color = Frag_Color; return; }
The issue goes away, but I feel that this hack shouldn't be necessary. I've attached an image below to show the issue. Sorry if this is kind of a 'newbish' question. Any help would be appreciated. I realize that this isn't entirely a Nuklear issue, and more of an issue of rendering it in OpenGL. However, I felt it might be easier to get someone's help who knows the internals of Nuklear very well. Perhaps I missed something simple. Thanks in advance, Ryan