Original Post
I''m trying to draw 2d images onto the screen with parts of it 100% opaque and parts completely transparent.
My boring work might have made me stupid or something, but I just can''t solve this problem by myself: when I draw a quad with a texture, it either draws alpha(meaning alpha=0) as black or blends the image with the background.
Here''s what I have:
-An png image with an alpha channel
-A "loadtexture" function that should take use of tha alpha value
-glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); (according to googling, this should work)
I''ve tried glBlendFunc with several different parameter combinations.
I''m using sdl to load the texture images(and other stuff that are highly irrelevant)