Original Post
glBindTexture(GL_TEXTURE_2D,partTex);
glEnable(GL_BLEND);
glBlendFunc(GL_DST_COLOR,GL_ZERO);
glColor3f(1.0f,1.0f,1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2d(1,1); glVertex3f(32.0f,32.0f,1.0f); // Top Right
glTexCoord2d(0,1); glVertex3f(-32.0f,32.0f,1.0f); // Top Left
glTexCoord2d(1,0); glVertex3f(32.0f,-32.0f,1.0f); // Bottom Right
glTexCoord2d(0,0); glVertex3f(-32.0f,-32.0f,1.0f); // Bottom Left
glEnd();
glBlendFunc(GL_ONE,GL_ONE);
glColor3f(1.0f,0.0f,1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2d(1,1); glVertex3f(32.0f,32.0f,1.0f); // Top Right
glTexCoord2d(0,1); glVertex3f(-32.0f,32.0f,1.0f); // Top Left
glTexCoord2d(1,0); glVertex3f(32.0f,-32.0f,1.0f); // Bottom Right
glTexCoord2d(0,0); glVertex3f(-32.0f,-32.0f,1.0f); // Bottom Left
glEnd();
}
glDisable(GL_BLEND);