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Hey all, I want to make a texture with a alpha channel, be used in my app. Below is my code: glBlendFunc(GL_SRC_ALPHA,GL_ONE); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); glTranslatef(-1,-1,0); glBegin(GL_QUADS); // glColor3f(0,0,1); glVertex3f(0,0,.1); // glVertex3f(0,2,.1); // glVertex3f(2,2,.1); // glVertex3f(2,0,.1); glEnd(); //glDisable(GL_BLEND); glBindTexture(GL_TEXTURE_2D, texturest); glBegin(GL_QUADS); // //glColor4f(1,1,1,1); glTexCoord2f(0,0); glVertex3f(0,0,0); // glTexCoord2f(0,1); glVertex3f(0,2,0); // glTexCoord2f(1,1); glVertex3f(2,2,0); // glTexCoord2f(1,0); glVertex3f(2,0,0); glEnd(); glFlush(); glPopMatrix(); It''s not doing it right though. It''s not taking into account the texture alpha values. What should I do?

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