Ok ive got a new problem. It seems that one side is the correct blending and the other side of the polygon is far too transparent.
my blending code is:
glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
A picture with good blending:
A picture with bad blending:
Ignore the tears in the images, it was because of the refresh during screen shotting.
Im using the RGB values from images to determine the transparency and not an Alpha, this is because the images are gray scale anyway
Thanks For Any Help