Is there a way to use one blend function for my color values and another blend function for my alpha values? Obviously regular glBlendFunc() can’t do this. I don’t think register combiners have available the color of the pixel already in the color buffer, do they?
I am willing to use any extensions that might help with this, as my only other option is to render everything twice, and it’s an expensive render
Doesn’t the EXT_texture_env_combine extension let you specify color and alpha blend functions separately? But I guess that will only work if you texture your geometry.
Originally posted by mcraighead: There is an extension that provides a separate color and alpha blend function, but (to the best of my knowledge) no one implements it.