Can you post a runnable minimal sample that exhibits the problem? That way people can a) confirm the problem and b) fix it for you
...also, my firefox can't seem to show your pngs.... On Fri, Oct 3, 2008 at 5:11 AM, 110110010 <[EMAIL PROTECTED]> wrote: > due to the fact i've been lost in my initialization code, I decided co copy > it again from NeHe's 8th tutorial. Now it contains: > > > self.win=display.set_mode((width,height),(FULLSCREEN*fscreen)|OPENGL|DOUBLEBUF) > if height==0: height=1.0 > glViewport(0, 0, width, height) > glMatrixMode(GL_PROJECTION) > glLoadIdentity() > gluPerspective(45, 1.0*width/height, 0.1, 100.0) > glMatrixMode(GL_MODELVIEW) > glLoadIdentity() > glEnable(GL_TEXTURE_2D) > glShadeModel(GL_SMOOTH) > glClearColor(0.0, 0.0, 0.0, 0.0) > glClearDepth(1.0) > glEnable(GL_DEPTH_TEST) > glDepthFunc(GL_LEQUAL) > glEnable(GL_BLEND) > glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA) > and after that I'm defining GL_LIGHT0 with ambient [ 0.1, 0.1, 0.1, 0.0] > The effect is the same as I described before. > I add two pictures of what it does: > > http://amigopolis.net/myfiles/blend01.png << with glBlendFunc(GL_ONE, > GL_ONE_MINUS_SRC_ALPHA). There should be visible spheres in those colored > cubes. But they are opaque though I set their alphas to 0.5 > http://amigopolis.net/myfiles/blend02.png << with glBlendFunc(GL_ONE, > GL_SRC_ALPHA). I know it's maybe nonsense, but everything in this scene is > blended though I set it's alpha to 1.0. >
