I’m fairly new to OpenGL, and I’m in the process of making a simple particle system. Everything was going well until I changed my background color. On a black background, the particles blend together fine and display correctly. On any other color background, the background color starts to blend with the particles and once I switch to a white background it blends my particle system out of sight. I’ve tried several different blending modes to no avail – either the background interferes with the particle or the particles don’t blend and appear very blocky. I thought that GL_DST_ALPHA might be able to fix the problem – just set the background alpha to 0 and it won’t blend, but unfortunately Windows’ ****ty implementation doesn’t support it so I can’t test it out.
Is there any way to exclude the background color when blending? With my luck, its going to involve something like low level manipulation of the color buffer