   glLoadIdentity() changes somthing unexpected
  Hello!im pretty new to opnGL and im having a wierd bug with texture rendering.i got this function which i call at the beginning of every frame to clear my buffers and reset the matrices:int StartScene(GLvoid){glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();return TRUE;}when i render a simple texture blend on the other (with lighting and source alpha blend) i get wierd result - the textures comes out really bright! (see in screenshoot right side).it looks as if the blend is color additive or something.however, when i remove the 'glLoadIdentity();' line from this function, the blend comes out ok but the original texture comes out darker than i expected. (screenshoot left side)this is a bit wierd, especialy because i call 'glLoadIdentity();' anyway before i render stuff.the only thing i set up before calling it is the light.this is basically what i get with and without the line:http://img340.imageshack.us/img340/5958/mybugqp7.jpgany idea what im doing wrong here??  also, why does 'glLoadIdentity has an effect over the blend brightness?thanks.   
  anyone? (sorry for bump, but it got to second page already)   ;  glLoadIdentity clears the top of the currently active matrix stack, either glMatrixMode(GL_MODELVIEW)glMatrixMode(GL_PROJECTION)glMatrixMode(GL_TEXURE)glMatrixMode(GL_COLOR)which you should select before doing any matrix ops, which do you have set there?   ;  Upon rereading, id guess you may be adjusting the position of the light you mentioned which may be affecting the color generated.   ;  I'm not sure what its supposed to look like, but it lookes fine to me.GL does additive blending. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) = not additive blending. I'm assuming you have GL_ONE, GL_ONE, which IS additive blending.   ;  NumberXaero, thanks, now it's more clear why i have these wierds bugs.  obviously since i don't select the right matrix it clears a different matrix eatch time based on the last render/action i did.err.. the tutorial i've read forgot to mantion that part..  :/dpadam450, yes i'd like to have a blend that is not additive, but i tried your blend filter and it doesnt blend at all.i tried:glEnable(GL_BLEND);glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);glDisable(GL_DEPTH_TEST);  // I don't want it to be written to the depth bufferand it render the texture without any blending.  any ideas?  thanks  :)   