Original Post
hi all! it must be an easy solution for this one... i just want an opacity on a texture map... to allow the underlying color of the primitive to show through... no need to use alpha channel... only a level of opacity on the texture where i can still see the mesh underneath 100% opac. the gl fac they came up with: use glTexEnv(), and set the texture environment mode to GL_BLEND. In this case, you'd want to leave the texture environment color to its default value of (0,0,0,0). well, so far with those 2 lines: glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, l_texture->GetBlendColor()); im getting kind of inverse color of the texture... the alpha value doesnt seam to do anything... what am i missing here? thx