mpe*_*pen 5 .net c# opengl glsl opentk

右下角的图像应该具有透明背景.
我加载 我的 Notch的PNG通过以下功能:
public void Image2D(Bitmap bmp, int mipmapReductionLevel = 0)
{
var rect = new Rectangle(0, 0, bmp.Width, bmp.Height);
var data = bmp.LockBits(rect, ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.TexImage2D(TextureTarget.Texture2D, mipmapReductionLevel, PixelInternalFormat.Rgba, data.Width, data.Height, 0,
OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
bmp.UnlockBits(data);
}
public void Image2D(string filename, int mipmapReductionLevel = 0)
{
Image2D(new Bitmap(filename), mipmapReductionLevel);
}
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我的片段着色器看起来像这样:
#version 330
in vec2 TexCoord0;
uniform sampler2D TexSampler;
void main()
{
gl_FragColor = texture2D(TexSampler, TexCoord0.xy);
}
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我bmp用调试器检查过,并使用bmp.GetPixel(255,0)(就在那棵树树苗上面,在黑色区域)然后又回来了(0,0,0,0).文档说 0是完全透明的,所以......我必须在OpenGL方面做错事.但是什么?
protected override void OnRenderFrame(FrameEventArgs e)
{
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
_blockInstanceBuffer.Bind();
_blockIndexBuffer.Bind();
GL.DrawElementsInstancedBaseVertex(BeginMode.TriangleStrip, Data.FaceIndices.Length, DrawElementsType.UnsignedInt, IntPtr.Zero, _blockCount, 0);
SwapBuffers();
}
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只需要启用混合:
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
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如果您编写自己的着色器,我认为在OpenGL 3中没有必要,但我猜它仍然是.
