Hi Everyone,
First post here so please be gentle
I have a routine which draws a checked board to the screen. I have implemented this from a photoshop mockup which has the following layers
Checker
Checker Base
Base Texture
I have the base texture rendering correctly. I then iterate through my checkers and draw one “checker base” quad and a “checker” quad.
The “checker base” is the same size/position it just acts as an underlay to the “checker”.
The “checker base” has RGBA (1.0, 1.0, 1.0, 0.2) so white with 20% transparency.
Whilst the “checker” is either (r, g, b, 0.2) or (r, g, b, 0.8) depending on whether it is odd or even.
Current blending is: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
Basically I want to optimize the above into one draw for each checker as opposed to two.
How do I go about calculating the colour of the two merged quads “checker” and “checker base” ?