I'm new with OpenGL and I'm a little stuck with the blending. I'm using java and the lwjgl.
The result I want is a set of different textures with their alpha channel. I did this already and I have no problem. But then I want to add points with GL_POINTS, and I always get black points, no matter what my glColor3f parameters are. I think it could be a blending problem.
For the textures I use glEnable(GL_BLEND) and then glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA). As I said, it works well.
For the points I use glBlendFunc(GL_ONE_MINUS_SRC_COLOR, GL_SRC_COLOR).
public void drawPoint() {
...
GL11.glColor3f(1, 0, 0);
GL11.glBlendFunc(GL11.GL_ONE_MINUS_SRC_COLOR, GL11.GL_SRC_COLOR);
GL11.glPointSize(3.0f);
GL11.glBegin(GL11.GL_POINTS);
GL11.glVertex2f(x, y);
GL11.glEnd();
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
}
I expect a red point of size 3 in (x, y), but I get a black point of size 3 in (x, y).
It's a blending problem? If so, how am I supposed to make the blending?
Thanks in advance!