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Message - Re: Quesa - Fog & Texture Alpha

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Posted by  Seth Willits on January 21, 2004 at 13:44:23:


On Jan 21, 2004, at 11:14 AM, Frank C. wrote:

> Back to your problem: If you can live without additive blending, just
> use glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) in
> IRTransparent.c, instead of glBlendFunc(GL_ONE,
> GL_ONE_MINUS_SRC_ALPHA).

I'll cheerfully expose *my* OpenGL ignorance here; What would be the
difference? (Goes to find The Red Book)

Seth Willits
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