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?