On 10/18/2010 02:49 AM, Carsten Haitzler (The Rasterman) wrote:
you are not producing a premultiplied alpha result. fix that and presto. :)
I guess I sort of expected glx to handle that, since, should it not, I'd have to change all my calls to glBlendFunc/glColor, glClearColor, and all my shader code, right? Or is there an easier way to get premultiplication? Well, I guess transparent applications aren't exactly common, anyways.

Anyways, thanks, I got it working! Thank goodness I was wrapping all my OpenGL calls and not using any shaders! Or something.
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