   FBO and blending issue
  Hi, Im trying to render my scene into a texture using a frame buffer object but the output doesnt seem to be getting blended properly. This is what the texture should look like (rendered without using the FBO): Normal_Rendering However when I try to render the scene using a FBO this is what I get: FBO_RenderingThis is how I set up my FBO// Setup our FBOglGenFramebuffersEXT(1, &framebuffer);glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);// Create the render buffer for depthglGenRenderbuffersEXT(1, &depthBuffer);glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthBuffer);glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, TextureWidth, TextureHeight);//setup the texture to render toglGenTextures(1, &texture);glBindTexture(GL_TEXTURE_2D, texture);glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB,  TextureWidth, TextureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);// And attach it to the FBO so we can render to itglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texture, 0);// Attach the depth render buffer to the FBO as it's depth attachmentglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthBuffer);The particles are blended additively so I disable the depth test (which makes wonder if I even need to attach the depth buffer to the FBO). This is part of the code which draws the starsglBindTexture(GL_TEXTURE_2D, 0);glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth BufferglEnable(GL_POINT_SMOOTH);glEnable(GL_BLEND);glBlendFunc(GL_SRC_ALPHA,GL_ONE);glDisable(GL_DEPTH_TEST);drawStars();If I increase the opacity of each particle to about 0.5 then way more particles are visible in the final image: FBO_with_more_opacitySo I think the problem maybe is that a lot of particles are getting clamped to zero or something. Im realy stuck with this problem so any tips or help would be realy appreciated thanks.   
  Have you remembered to disable blending when you render the final texture?Or made sure you render the textured quad with no alpha?   ;  Wow, disabling blending works! Thanks a lot. But now I have another problem because my actually goal is to render the scene into multiple textures and then to blend these textured quads. So my next question is what settings do I need to blend the textured quads? The code I use at the moment to display one textured quad is: glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);glBindTexture(GL_TEXTURE_2D, texture);glEnable(GL_TEXTURE_2D);glDrawBuffer(GL_BACK);glShadeModel(GL_SMOOTH);glClearColor(0.0f, 0.0f, 0.0f, 0.0f);glClearDepth(1.0f);glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LEQUAL);glViewport( 0, 0, g_windowWidth, g_windowHeight );glMatrixMode(GL_PROJECTION);glLoadIdentity();gluOrtho2D(0, (float)g_windowWidth, 0, (float)g_windowHeight);glMatrixMode(GL_MODELVIEW);glLoadIdentity();glUseProgramObjectARB(0);glClearColor(0.0f, 0.0f, 0.0f, 0.0f);glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear Screen And Depth BufferglLoadIdentity();glTranslatef(0.0f,0.0f,-1.0f);glColor4f(1.0f,1.0f,1.0f,1.0f);glDisable(GL_BLEND);glBegin(GL_QUADS);// Back Face//glNormal3f( 0.0f, 0.0f,-1.0);glTexCoord2f(1.0f, 0.0f); glVertex3f(0.0, (float)g_windowHeight, 0.5);glTexCoord2f(1.0f, 1.0f); glVertex3f(0.0,  0.0, 0.5);glTexCoord2f(0.0f, 1.0f); glVertex3f( (float)g_windowWidth,  0.0, 0.5);glTexCoord2f(0.0f, 0.0f); glVertex3f( (float)g_windowWidth, (float)g_windowHeight, 0.5);glEnd();glDisable(GL_TEXTURE_2D);glutSwapBuffers ( );and Im using glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);Again many thanks.   