   sdl opengl
  Hello world!I have this one problem. I'm using the SDL OpenGL library and for several hours now I've been trying to properly blend two RGBA textures without any success. I have enabled GL_BLEND and I'm using GL_SRC_ALPHA and GL_ONE_MINUS_SRC_ALPHA as arguments for glBlendFunc.I'm loading the textures from a file and I'm using following lines of code for generating the texture images.glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, file->w, file->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, file->pixels);The textures are displayed via following lines of code:...glBegin(GL_QUADS);glColor4ub(255, 255, 255, 255);glTexCoord2f(0,0); glVertex3f(x - w/2, y - h/2, z);glTexCoord2f(0,1); glVertex3f(x - w/2, y + h/2, z);glTexCoord2f(1,1); glVertex3f(x + w/2, y + h/2, z);glTexCoord2f(1,0); glVertex3f(x + w/2, y - w/2, z);glEnd();...If I use G_BLEND instead of GL_MODULATE the colors seems to get inverted but othervise ok. So, basically, my problem is how to keep the right colors without displaying white alpha values.Can anybody help me with this one, please?Thanks in advance!   
  The problem is solved!Thanks anyway!   ;  Please don't crosspost...    Be patient, it'll all work out eventually.Edit:  Now that I look at it, where did it say that?  I know you're not supposed to do it, but I can't find it in the rules...  either that or my eyes are too tired [embarrass].   