I’m working on an OpenGL game with 2D and 3D graphics, I use 2D
sprites in a 3D environment.
To render the 2D sprites I use masking (using blended textures).
Now I want to add fog to the scenery with the OpenGl std. fog.
When I blend the sprites with the fogged landscape I see the bounding
box of the initialy blended textures, I mean with this that the
transparency of the sprite disappears and give very ugly results.
Does anyone know howto get around this problem?
Thanx in advance,
Daniel Palomo van Es.