Original Post
I am currently drawing particles as quads with a mask texture, and then the actual texture over it. The only problem is that this way I have to disable the depth test. What way should I do it? glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_DST_COLOR, GL_ZERO); glBindTexture(GL_TEXTURE_2D, texture[8]); //Draw the mask here glBlendFunc(GL_ONE, GL_ONE); glBindTexture(GL_TEXTURE_2D, texture[9]); //Draw the actual particle here
