I am trying to blend two textures rendered in texture unit 0 and 1 using multitexturing.
I define the second one as GL_DECAL and expecting that the incoming fragment color of the second unit (which is the output fragment of the first unit) will be blended with the fragment color of the second texture in a ratio defined by the alpha component of the texture of the second unit.
When rendering, I see only the second texture.
- can GL_DECAL be applied to multitexturing?
- if not - How do I blend (NOT multiplying)textures using multitexturing?