I understand from many tutorials that GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA is the best blend function.
(which makes perfect sense, 1a-1a = 0a)
Anyway, all blend functions seem to work as their documentation says they should except that one. When I use that one it doesn’t use the alpha channel.(replaces it with black)
Originally posted by darkrappey:
Anyway, all blend functions seem to work as their documentation says they should except that one. When I use that one it doesn’t use the alpha channel.(replaces it with black)
Are you sure that your shader or texture environment setup generates nonzero alpha? This blending mode is used very often so the driver error is unlikely.
In the 32 bit texture variant you are calling the gluBuild2DMipmaps for three components instead of four so the alpha value is lost and replaced with opaque one.