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I'm drawing to an offscreen framebuffer using

glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);

and drawing this Framebuffer using

glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

Everything works fine on Mac, Window and Linux using OpenGL, but on iOS with OpenGL ES the resulting framebuffer is much more transparent.

What could I be doing wrong and how can I fix it?

genpfault
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jhasse
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  • Maybe the reason is similar to here: http://stackoverflow.com/questions/10032036/iphone-opengl-es-1-1-alpha-blend-make-texture-wrong-color – brigadir Apr 06 '12 at 11:47

1 Answers1

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Okay fixed it. It was a stupid mistake I did myself ;)

I accidentally added #define glBlendFuncSeparatein one of my header files,
which caused glBlendFuncSeparate to do nothing ;)

Anne
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jhasse
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