On Thu, Oct 2, 2008 at 11:53 AM, 110110010 <[EMAIL PROTECTED]> wrote:

>    glLightfv( GL_LIGHT0, GL_AMBIENT, [ intensity, intensity, intensity,
> 1.0] )
>

This light parameter may be the other half of your problem - the way an
ambient color works is it adds all it's values to your color before
blending, so with an alpha intensity of 1 in your ambient, you are basically
saying add 1 to every color's alpha before blending, saying you want
everything to be fully opaque.

try:

   glLightfv( GL_LIGHT0, GL_AMBIENT, [ intensity, intensity, intensity, 0.0]
)

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