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Silverbolter

blending,spheremapping makes bitmapcharacters dark

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Hi, I am trying out and experimenting with nehe tutorial number 26 (great tutorial btw), and would also like to print some white GlutBitmapCharacters, as well as some white glPoints with (glBegin(GL_POINTS)). However, I noticed that they are always dark when the following section of code is run. glBindTexture(GL_TEXTURE_2D, texture[2]); // Select Texture 3 (2) glColor4f(1.0f, 1.0f, 1.0f, 0.4f); // Set Color To White With 40% Alpha glEnable(GL_BLEND); // Enable Blending glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Set Blending Mode To Mix Based On SRC Alpha glEnable(GL_TEXTURE_GEN_S); // Enable Sphere Mapping glEnable(GL_TEXTURE_GEN_T); // Enable Sphere Mapping gluSphere(q, 0.35f, 32, 16); // Draw Another Sphere Using New Texture // Textures Will Mix Creating A MultiTexture Effect (Reflection) glDisable(GL_TEXTURE_GEN_S); // Disable Sphere Mapping glDisable(GL_TEXTURE_GEN_T); // Disable Sphere Mapping glDisable(GL_BLEND); // Disable Blending which leads me to believe that enable blending will make objects with no normals defined become dark? Am I correct? If this is the case, how can I fix it so that they will appear as white when blending/sphere mapping is enabled? Thanks!

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