I have raycasting with this kind of color blending in for cycle in PS
actual = <some color loaded from texture>;
actual.a *= 0.05; //reduce the alpha to have a more transparent result
//Front to back blending
actual.rgb *= actual.a;
last = (1.0 - last.a) * actual + last;
Can this equation be rewritten to use OpenGL 3 blending functions ? The goal is to remove cycle from PS by rendering more qauds over themselves
So far I am using this: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA), but result looks different
EDIT:
last = cumulated color (aka. final color)
actual = current color from texture
lastand andactualare? Isactualthe current source color andlastis the destination color, is last the current value in the framebuffer? - thokra