I had to do a little bit of messing around with the code, but it
WORKS!

Notably (for anyone who's interested), I had to change

glStencilFunc(GL_NEVER, 0x0, 0x0)
glStencilOp(GL_INCR, GL_INCR, GL_INCR)

> DRAW STENCILS (color 1.0, 1.0, 1.0)


... into ...

glStencilFunc(GL_NEVER, 0x0, 0x0)
glStencilOp(GL_INCR, GL_INCR, GL_INCR)

> DRAW WHOLE-SCREEN RECTANGLE (color 1.0, 1.0, 1.0)

glStencilFunc(GL_NEVER, 0x0, 0x0)
glStencilOp(GL_DECR, GL_DECR, GL_DECR)

> DRAW STENCILS (color 0.0, 0.0, 0.0)


Thanks a whole lot :] great suggestion. I would recommend you to all
of my friends except this is the internet and that's not really how it
works or something but you will be earning yourself an 8-pixel-high
spot in our sorely lacking "special thanks" credit roll section! Yay!

On Jan 24, 3:11 am, George Oliver <[email protected]> wrote:
> On Jan 23, 12:28 pm, Droqen <[email protected]> wrote:
>
> > Time is somewhat of the essence, so if you think you might have even
> > something to give me a rough idea, I'd appreciate hearing it!
>
> Rather than blending, you could look into using the stencil buffer.
>
> Here's a (approximate) example of what you could do:
>
> http://pseudogreen.org/bzr/pyglet_superbible/ch03/stencil.py

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