Implement transparancy for textures.
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@@ -4,6 +4,8 @@
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#include <opencv2/core.hpp>
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#include "InputLayerVisualisation.hpp"
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#include "Range.hpp"
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#include "RenderingState.hpp"
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#include "glutils.hpp"
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using namespace fmri;
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using namespace std;
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@@ -81,15 +83,7 @@ void InputLayerVisualisation::render()
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0, 0,
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};
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, vertices);
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glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
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glEnable(GL_TEXTURE_2D);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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texture.bind(GL_TEXTURE_2D);
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glDrawArrays(GL_QUADS, 0, 4);
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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float alpha = RenderingState::instance().layerAlpha();
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drawImageTiles(4, vertices, texCoords, texture, alpha);
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}
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