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Hi! I´m trying to get anti-aliasing in my polygons using blending function. The operations sequence I carry out is the next: /* With GL_POLYGON_SMOOTH OGL calculate coverage values for vertex in the edges of polygons.This coverage values multiplies alpha values for each fragment so that it blends smoothly with the incoming polygons */ glDisable(GL_DEPTH_TEST); glDisable(GL_FOG); glEnable(GL_BLEND); glEnable(GL_POLYGON_SMOOTH); glBlendFunc(GL_SRC_ALPHA_SATURATE,GL_ONE); /* Here I place my rendering primitives */ .... .... .... /* I enable the deepth buffer */ glEnable(GL_DEPTH_TEST); glEnable(GL_FOG); glDisable(GL_BLEND); glDisable(GL_POLYGON_SMOOTH); I get surprised when I execute this code and the scene seems to be black.I tried to execute this code in other computer and the behaviour was different so that my geometric figures appears white. I don´t inderstand the reason of this behaviour, could Someone help me? Thank you.

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