Here's my problem.
I'm rendering an orthogonal quad (filling the viewport) before everything (with vertex coloring at each corner), right after I'm rendering a cube skybox with 6 transparent polygons (GL_BLEND, source GL_ONE, dest GL_ONE). That works perfectly, the skybox is half-colored by the underneath quad and half-colored by it's own UV mapped textures.
The problem comes when I add the height-map (GL_BLEND, GL_ONE, ...) The height map blends with the skybox under + with the quad.
What I want is the height map to be blended with the ortho quad but not with the skybox. I don't want to see the skybox through the height map.
I'm sure there's another way for doing this.
Is it possible to render the ortho quad first and the skybox (like it's now) THEN the height map with a special blending that substract the skybox but not the ortho quad with some kind of multipass blending ?
Thank you very much !
Dimitri