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Dynx

GLSL alpha output issue

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Hey all, Just got done with one of my projects about 10 minutes ago, everything was going smooth until the alpha values produced by the fragment shaders started not having an effect on the output. I have alpha blending enabled, and the alpha channels embedded in the textures give the correct results however; the following code: gl_FragColor = texture2D( texture0, Texcoord ) * vec4( 1, 0, 0, 0 ); produces a texture tinted red, fully visible even though the alpha value is 0. To be honest, I am not sure what I changed in past 10 minutes but if anyone has any idea on what may cause this problem, it would be great. Thanks.

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Ok, it's a blending function issue. I thought blending was part of the fixed function.

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