Original Post
Well, I''ve been reading through the OpenGL Game Programming book and I noticed that it doesn''t talk much about 2D (or 3D for that matter) transparency. It states that there are several blend functions and to use each of them to find new effects. It also states that transparency is the result of subtacting the source from the destination (or vice versa?) polygons but what exactly are they? Is the source polygon the first one drawn? It seems to me that the first one would be the source and the second the destination but an explanation would be nice...
And this kind of thing happens a few places in the book really, somewhat annoying. Don''t just say, "Do this and you''ll get this result" without explaining exactly why...
Well anyway, back to my question. Anyway able to explain this transparency thing a little better?
- Mike