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Trouble with alphablending

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Hello, I'm playing with a 2D space shooter, and I want some motion trails. Because of that I've written a function that draws a few partially transparent textured quads of the space ship before I draw the real ship. If you look at this image: you'll see that the space ship, coloured red and standing still, blends together with the motion trail. I've displaced the ship a few pixels to better see the problem. The white area in the middle shouldn't be there, it should be red like the area to the right. The red ship should overwrite the motion trail but instead it blends together with it. In the main loop I first draw the motion trail with this function:
void Player::doMotionBlur()
	int passes = 8;
	float timeSlice = 3.0;

	float accumX = x-timeSlice*vel[0];
	float accumY = y-timeSlice*vel[1];
	//glDrawBuffer( GL_AUX1 );
	//glAccum( GL_LOAD, 1.0 );

	for (int i=0; i<passes; ++i )
		accumX += vel[0]*timeSlice/(passes-i);
		accumY += vel[1]*timeSlice/(passes-i);
		//glClear( GL_COLOR_BUFFER_BIT );
		cGr->drawSprite( ship, accumX, accumY, rot, 1.0/i );
		//glAccum( GL_ACCUM, 1.0/passes );

After that I draw the real ship with no transparency. And the drawSprite-func looks like this:
void cGraphics::drawSprite( texture& sprite, int x, int y, float rotation, float blended )
	float colour=1;
	glColor4f( colour, colour, colour, blended );
	float depth = -2;
	glBegin( GL_QUADS );	
		glTexCoord2f(0.0, 0.0);	glVertex3f( x, y, depth );
		glTexCoord2f(1.0, 0.0);	glVertex3f( x+sprite.width, y, depth);
		glTexCoord2f(1.0, 1.0);	glVertex3f( x+sprite.width, y+sprite.height, depth );
		glTexCoord2f(0.0, 1.0);	glVertex3f( x, y+sprite.height, depth );

I've set up the blending settings with: glBlendFunc( GL_SRC_ALPHA, GL_ONE ); glEnable( GL_BLEND ); What is the problem? Perhaps there's something wrong with the tga-file. Anyway here is the executable (47kb).

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It was a simple solution, I changed the glBlendFunc into

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