texture filtering

Okay. If I understand correctly you’re use blending to draw antialiased fonts to the FBO and then use blending again to draw the text over some background. Then you would be using the alpha values of the antialiased fonts twice? So maybe you can disable blending when drawing the text to the fbo (passthrough of font alpha values) and enable blending when merging with a background on the framebuffer (use of font alpha values)?

N.

… must be sure… think this is it :smiley:
Thanks.
I always thought I had to use the blend function to get the alpha values to be copied, but as I understand it now; disabling blending will still copy the alpha values?

Indeed :slight_smile:

N.

Thanks, I knew it was something basic :smiley: