Procedure for alpha blending textured quads in OpenGL 3+?

All that glEnable(GL_BLEND) does is turn blending on and off. It does not say what the blending will do; that is controlled by the various blending functions If you want a typical alpha transparency blend, you do this.

All that glEnable(GL_BLEND) does is turn blending on and off. It does not say what the blending will do; that is controlled by the various blending functions. If you want a typical alpha transparency blend, you do this: glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO); If you use pre-multiplied alpha (and you probably should), you would do: glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO).

I was originally using glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); to set it (based on me reading the documentation), but I tried these too, but I'm still getting the same issue. It seems to be "sort of" transparent, in that the quads get the background color (black) in the transparent parts, but don't show the quads underneath each other. So basically, the extra space on the quad is filled with an opaque black, somehow.

– Kozaki Jul 28 '11 at 4:22 1 @Kozaki: That's a matter of transparency, which requires rendering the objects in the proper order. – Nicol Bolas Jul 28 '11 at 5:01 Ah, this is me facepalming. I could've sworn I had everything sorted, but I didn't.

Everything finally works! Thank you very much! – Kozaki Jul 28 '11 at 6:34.

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