# Blending problem

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ak09    131

The first image shows one circle overlapping another. They were drawn in a texture, with fbo, and blended with

glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,GL_ONE,GL_ONE_MINUS_SRC_ALPHA);


[attachment=15533:certo.PNG]
The second one shows the same stuff, but one circle is on textureA, and the other one on textureB (both handled by a fbo). Each texture was drawn on the screen, calling

glBindTexture(GL_TEXTURE_2D, textureA);
...
glBindTexture(GL_TEXTURE_2D, textureB);
...


[attachment=15534:err.PNG]

My question is: why the blending differs? How can I fix it?

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irreversible    2860

For a better explanation on why alpha blending during runtime is wrong in the first place, check this out.

PS - what's in the alpha channel of the textures and the that of the active color when blending?

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ak09    131

For a better explanation on why alpha blending during runtime is wrong in the first place, check this out.

PS - what's in the alpha channel of the textures and the that of the active color when blending?

Sorry, what do you mean?

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irreversible    2860

Sorry, what do you mean?

Does the circle texture have an alpha channel? What's in it?

When blending, you'll usually want to use white color, eg:

glColor4f(1.f, 1.f, 1.f, fAlpha);

Or what is it that I failed to make sense about? :)