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Re: Draw multiple textures with additive alpha



As a gentle reminder, GLSL makes this all very easy and programmable hardware is everywhere :)

On May 16, 2008, at 16:17, Richard Salvatierra wrote:

Is glBlendMode() the same as glBlendFunc()

This was not working. Continues to show the background (semi opaque)

[vid_A bindCurrentTexture]; 
glBlendFunc(GL_ALPHA, GL_ZERO); 
[vid_A compositeChannelInRect:theRect]; 

[vid_B bindCurrentTexture]; 
glBlendFunc(GL_ALPHA, GL_ONE); 
[vid_B compositeChannelInRect:theRect];

-Rich

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References: 
 >Draw multiple textures with additive alpha (From: Richard Salvatierra <email@hidden>)
 >Re: Draw multiple textures with additive alpha (From: Kenneth Dyke <email@hidden>)
 >Re: Draw multiple textures with additive alpha (From: Richard Salvatierra <email@hidden>)



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