Here is the deal, I want to make a particle system based on textures and I have a cloud texture. I map the texture to 10 different polygons each having same size and textures. when I blend them over each other, a problem rises and pixels which are in say 5 polygons become too white! i don't want this. What I want is something like accumulation buffer's effect. I want to take an effect like this:
say Rx,Bx,Gx be each pixels color when only 1 polygon is in page and pixel is inside it. Now we have n polygons each having same size and texture.
Rtotal = R1/n+R2/n+...+Rn/n same for Gtotal and Btotal
What can I do to get such results from alpha blending.
BTW here is the initialization.
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST) ;
glDepthFunc(GL_ALWAYS);
glEnable(GL_NORMALIZE);
glColor4f(.5,.5, .5,.2);
glBlendFunc (GL_SRC_ALPHA, GL_DST_ALPHA);