I've been trying to find some concrete maths behind the innerworkings of glBlendFunc.
Just to clarify, I know that the blending equation is:
srcChannels * srcFactor + dstChannels * dstFactor = channelsRendered.
my question is, are srcChannels, dstChannels and channelsRendered the 3-vector (r,g,b) or the 4-vector (r,g,b,a)?
since (0.2, 0.2, 0.2, 1.0) and (1.0, 1.0, 1.0, 0.2) should look the same, there may be room for ambiguity here.