Original Post
I'm working on building a GUI for my game and I'm having some trouble with getting transparency to work. My problem is that the alpha values I specify for my geometry seem to get ignored.
I have a basic GLSL fragment shader that takes the fragment color and multiplies it by the texel color.
I have tried a bunch of different OpenGL blending functions, some of them change the appearance of my geometry (some make it transparent a bit) but none of them are affected by the alpha values of the color attribute.
I have tried enabling/disabling depth testing (I don't know if this matters).
I have a basic GLSL fragment shader that takes the fragment color and multiplies it by the texel color.
I have tried a bunch of different OpenGL blending functions, some of them change the appearance of my geometry (some make it transparent a bit) but none of them are affected by the alpha values of the color attribute.
I have tried enabling/disabling depth testing (I don't know if this matters).