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Weird transparency blending result

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I'm working on my UI, and am trying to get text rendered over some semi-transparent quads, but the results are odd.

If I render the text by itself, with nothing behind it, it looks fine:


However, if I render a semi-transparent quad behind it (rendering the quad before rendering the text), I get this:


I have blending set to ([font=courier new,courier,monospace]GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA[/font]). The font texture is an all-white texture with the character shapes in the alpha channel.

Do I need to be doing something special when performing alpha-transparency over an existing layer of transparency? Or is there something else I need to check?

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Turns out the problem wasn't the transparency at all. There was a problem with rendering the background quad, which caused it to also render the text quads, but using the background texture. Bah. :)

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