So I had some code going that drew a nice line of dots going in a gradient from most transparent to least transparent. And this all worked great!

Unfortunately I just added something that works like an accumulation buffer using a couple FBO's with textures. And now instead of that gradient going across the screen it goes only about a third of the way.

This indicates that some of the transparent fragments are being discarded or something, and I suspect its a parameter on the texture that is to blame.

Is there something that I should put in the "glTexParameteri()" function that would restore even the most transparent fragments?

Thanks much!