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Need help, odd blendfunc() results

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Hi, I'm getting strange results from my blendfunc() where even if I'm using the same parameters, the blending is different depending on the x position of my textures. The x position is the ONLY relevant difference between them (other than the fact that they're using different textures). Here's what it looks like: I'm using my RGBA shadow texture to simulate a drop shadow. I get the desired results for textures in the left side of screen, but on the right side the part that's supposed to be transparent is not transparent, it gets the background color. I'm using glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_ALPHA); Any ideas? Thanks.

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