Oops!
Yes, that's right, but the main problem still remains. Even when I altered the code to draw the two textured quads side by side, like this:
Code: Select all
//source A
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, TextureA.Handle);
glBegin(GL_QUADS);
//lower left
glTexCoord2f(0, 0);
glVertex2i(-1, -1);
//upper left
glTexCoord2f(0, 1.0f);
glVertex2i(-1,1);
//upper right
glTexCoord2f(1.0f, 1.0f);
glVertex2i(0,1);
//lower right
glTexCoord2f(1.0f, 0);
glVertex2i(0, -1);
glEnd();
//source B
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, TextureB.Handle);
glBegin(GL_QUADS);
//lower left
glTexCoord2f(0, 0);
glVertex2i(0, -1+2.0-2.0*m_blend);
//upper left
glTexCoord2f(0, 1.0f);
glVertex2i(0, 1+2.0-2.0*m_blend);
//upper right
glTexCoord2f(1.0f, 1.0f);
glVertex2i(1, 1 + 2.0 - 2.0*m_blend);
//lower right
glTexCoord2f(1.0f, 0);
glVertex2i(1, -1+2.0-2.0*m_blend);
glEnd();
, I only get one full-screen quad. It seems like the blend is not processed at all.
In fact, I even added a constant-color fullscreen quad as the last item drawn, like so:
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glBegin(GL_POLYGON);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2f(-1.0, -1.0); // Bottom Left Of The Texture and Quad
glVertex2f(1.0, -1.0); // Bottom Right Of The Texture and Quad
glVertex2f(1.0, 1.0); // Top Right Of The Texture and Quad
glVertex2f(-1.0, 1.0); // Top Left Of The Texture and Quad
glEnd();
and it's not displayed! If I solo the layer with this blend mode enabled, I get a black screen even with opacity at 100%.
What could be wrong, here?