I think I should structure this question better. I'm developing a procedural terrain structured with voxel chunks. Every chunk: contains a NxNxN voxel array generated with perlin noise 3d ...
I'm experiencing a strange problem using OpenGL SampleAlphaToCoverage mode. There are rendering artifacts when using alpha-blending on pixels that have been rendered using alpha-to-coverage - and I ...
Using OpenGL1.1 (sadly) I'm trying to draw a cube, which is colored and alpha blended. It is instead showing up as opaque black. Even without including alpha in the color it still shows up as opaque ...