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| All suggestions have been helpful. I now have one additional snag. The following does indeed blend two textures of varying opacity while managing 100% opaqueness (transition between two textures). What this will not allow is if one/both texture(s) has an alpha channel. So, if I have a bottom layer, "vid_A" covers the entire image even if "vid_A" is a logo on a transparent background (for example). glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); ...draw bottom layer (solid color) [vid_A bindCurrentTexture]; glBlendFunc(GL_SRC_ALPHA, GL_ZERO); [vid_A compositeChannelInRect:theRect]; [vid_B bindCurrentTexture]; glBlendFunc(GL_SRC_ALPHA, GL_ONE); [vid_B compositeChannelInRect:theRect]; _______________ Rich Salvatierra 678.438.4592 [mobile] 770.992.4004 [home] On May 17, 2008, at 9:40 AM, Jean-Francois Roy wrote:
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| References: | |
| >Draw multiple textures with additive alpha (From: Richard Salvatierra <email@hidden>) | |
| >Re: Draw multiple textures with additive alpha (From: Jean-Francois Roy <email@hidden>) |
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