applying a decal texture with alpha

I have a piece of simple geometry that I render in a solid color, lets say blue. I have a texture that has some purple lettering for a decal, the rest of the texture is transparent. What I’m expecting is that the where the alpha is zero, the lettering will be purple, the letter edges slightly blended with the geometry color (blue) and then the rest of the geometry unaffected since the texture at those points is fully transparent.

I’ve tried various combinations of glAlphaFunc, glBlendFunc and the most successful, but still not right, glTexEnv. None of them seem to quite solve the problem, but some are close. I guess I’m just missing the magic combination of params, and which of the 3 methods above I need.

cheers
Peter

Found it, I was doing some processing on the texture RGB values and missed the alpha data, doh! So it was somehow flipped. Can sleep at last :slight_smile: