Alpha channel with multitexture glDrawElements

I’m using glDrawElements to render a multitextured mesh. Each texture is RGBA format and both textures blends ok, but the result does not blend with the rest of the scene. What’s wrong?

Try with a single texture in RGBA format:

  		
GL.glActiveTextureARB( GL_TEXTURE0_ARB );
GL.glClientActiveTextureARB( GL_TEXTURE0_ARB );
GL.glEnableClientState( GL.GL_TEXTURE_COORD_ARRAY );
GL.glTexCoordPointer( 2, GL.GL_FLOAT, 0, TexureCoords[ 0 ] ); 
GL.glBindTexture( TextureID );

GL.glDrawElements( GLMode, VerticesIndex.Length, GL.GL_UNSIGNED_INT, VerticesIndex );

thanks

Impossible to tell from this. It could be zbuffer issues but that’s a wild guess.

Do you have a screenshot?

Originally posted by dorbie:
[b]Impossible to tell from this. It could be zbuffer issues but that’s a wild guess.

Do you have a screenshot?[/b]
Exactly, it was a zbuffer issue… I was rendering the alpha-multitextured mesh >before< the background… it was a beginner issue :stuck_out_tongue:

Thanks! :wink: