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Blending question

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I'm wondering if it's possible to blend all blacks in a texture and at the same time also blend the whole texture by the given alpha which is given by a glColor4f(). That is, something like this:
glBlendFunc(GL_SOME_MAGICAL_DEF, GL_SOME_OTHER_MAGICAL_DEF);
glEnable(GL_BLEND);

glColor4f(1.0f, 1.0f, 1.0f, BLEND_QUAD_VALUE);
glBegin(GL_QUADS);
glTexCoord(..); glVertex3f(...);
//... so on..
glEnd()

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not unless u use shaders (which is gonna be very slow)
best method is to convert all blacks to alpha == 0.0 as was posted here recently (or the graphics forum)

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Hmm.. what if I let my texture have an alpha layer and then set up some kind of texture enviorment, that won't work either?

edit. doh, im stoopid! I figured it out :)

[Edited by - angry on October 15, 2006 4:54:27 PM]

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