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[quote][b][/b] wrote: Yes, that I have already done, and using a shader works fine. Thats not the problem. When I create the shader material, Im using gl.SRC_ALPHA and gl.ONE_MINUS_SRC_ALPHA for my. But it doesnt blend out the black pixles in the texture. But, if I add: [code] if(FirstTex.a < 0.5) discard; [/code] into the shader it does the blending. And as far as I read on the internet, this is because of the depth buffer in OpenGL. And to save the trouble of the shader call above, it says you can use glAlphaFunc() and glEnable() like so: [code] glAlphaFunc(GL_GREATER,0.1f); glEnable(GL_ALPHA_TEST); [/code] so I was wondering if there was a way to use the glAlphaFun and glEnable in Copperlicht.[/quote]
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