[quote]so the source would be always painted without transparency…
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Yes, and depending on SRC blend function, if you set it to BLEND_ONE, then fragment will be painted as it is, otherwise you will get kind of darkening of source fragment (BLEND_SRC_ALPHA is default, and alpha is in [0, 1]).
[quote]However, what happens with an RGBA texture in the reality is this: “somehow” using DstBlendFunction with BLEND_ZERO does “just” paint the src pixels which have got an Alphamask > 0 and then without blending, ie it looks sharp like the original poster asked for.
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Because of SRC alpha in texture is discrete and has values of either 0 or 1, not in between (this is my guess). And, possible, alpha test is also doing something.
[quote]Would it be possible to use a treshold in that DstBlendFunction BLEND_ZERO? So instead of Alphamask > 0 something like: Alphamask > X ?
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Try something like:
setAlphaTestFunction(GREATER);
setAlphaTestValue(X);
Yuri