I’ve been playing with openGL (ES) blending in my new iPhone app, and I’m having a hard time wrapping my head around it. I have some particles, that overlap. They have a transparency. I want it so even if they are overlapping, the alpha stays the same. However all I can get it to do is increase the alpha when they overlap.
It seems most people recommend glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA). But that gives the result on the left, I want the result on the right.
Thanks for any help.