Original Post
My problem is very simple. I have a scene composed by multiple textured GL_QUADS and I want to equally blend them. 1)the sequence: glBlendEquation(GL_FUNC_ADD) glBlendFunc(GL_ONE,GL_ZERO); draw(obj_A); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); draw(obj_B) doesn't work because obj_B is blended with the background. 2)the sequence: glBlendColor(0.0,0.0,0.0,0.5); glBlendEquationSeparate(GL_FUNC_ADD,GL_MAX); glBlendFuncSeparate(GL_ONE_MINUS_DST_ALPHA,GL_DST_ALPHA,GL_CONSTANT_ALPHA,GL_DST_ALPHA); draw(obj_A); draw(obj_B); may work but is not implemented on my graphic card (need 2.0) Is there exist a simple way to achieve this? Thanks.