Original Post
Hi, i got one problem: I got a texture in GL_RGBA format. Alpha takes 8 bits, i. e. the texture is variously transparent. I make some polygon with that. Then i use Alpha Test like glAlphaFunc(GL_GREATER, 0.5). The polygon goes partly away. Then i would like to render the rest of it transparently (transparency is somehow set, e. g. glColor4d). The problem is i need every pixel to be transparent the same, but it doesn't work like that, because it computes transparency both with that alpha set by glColor4d and the alpha bit of the pixel in the texture. Thanks for your suggestions, typek PS: I got some replies from another forums that it's only possible using shaders. It would be nice to get solution working even at older cards. Thanks