hello, the blendfuncs i use work fine on NVIDIA graphic cards, but on ATIs they produce weird results.
objects that have an alpha value other than 1 (which makes them transparent obviously) seem to shine through light objects in the front, exactly where the alpha channel of the texture is.
screenshot:
http://www.embege.com/misc/weird.png
here, the object on the right is completely opaque, and in front of the flower, but still the flower’s alpha channel shines through in gray.
on NVIDIAs this looks perfectly correct, the flower is completely covered by the object on the right
the blendfunction used is
glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
maybe it has something to do with the pixelformat. if i query it using GLCapabilities, i get 8 bits for each RGB and 0 bits for alpha, both on ATI and NVIDIA.
thanks