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 ...
I would like to set a blend state to be "additive" and do the following: Result.R = Source.R + Destination.R; Result.G = Source.G + Destination.G; Result.B = Source.B + Destination.B; Result.A = ...
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 ...
I'm currently creating a voxel game like Minecraft. To display the damage of blocks, I want to combine the alpha channel of one part of my texture map with the actual texture (like Minecraft does), ...