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Daggerbot

[OpenGL] screen tinting

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In my program, I'm trying to get the screen to fade from black, to a texture, then back to black. I tried this:
glColor4b( r, g, b, a );

glBegin( GL_QUADS );
	glVertex3i( x, y, depth );
	glVertex3i( x + width, y, depth );
	glVertex3i( x + width, y + height, depth );
	glVertex3i( x, y + height, depth );
glEnd();
But then I soon found out that this does some sort of filtering on the texture that was just drawn (or something). I set alpha to a varying value, depending on timing, so that while fading from black, alpha would start at 255 and gradually drop to 0 over a course of 1.5 seconds. I hope you understand what I'm trying to do. How would I go about this? EDIT: I disabled GL_TEXTURE_2D before the tint, but still no success. I've enabled GL_BLEND and set the blend function to GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA. [Edited by - Daggerbot on June 17, 2008 4:29:27 AM]

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