Updated the blend samples
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@ -63,23 +63,29 @@ void DrawGLScene()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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glLoadIdentity(); // Reset The View
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glTranslatef(0, 0, -10.0f); // Move Left 1.5 Units And Into The Screen 6.0
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glPushMatrix();
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glTranslatef(-4.0, 0, -10);
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glTranslatef(-4.0, 0, -10);
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DrawQuad(RED);
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glPopMatrix();
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glTranslatef(4.0, 0, 0);
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// LEFT SECTION
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// This should draw 2 quad, a red first, then and overlapping blue one.
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// This section draw both quad at the same Z value
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawQuad(RED);
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/* Draw 3 overlapping quads, 2 of which should be totally transparent so the
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glTranslatef(1.0, 0, 0);
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* output should be the third */
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DrawQuad(NONE);
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DrawQuad(NONE);
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DrawQuad(BLUE);
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DrawQuad(BLUE);
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glDisable(GL_BLEND);
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glTranslatef(4.0, 0, 0);
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// RIGHT SECTION
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// This should draw 2 quad, a red first, then and overlapping blue one.
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// This section uses a LOWER Z VALUE(-0.01f), so the blue quad should be in FRONT of the red quad.
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// lerabot's note : changing the z value to positive gives the desired output.
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawQuad(RED);
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glTranslatef(1.0, 0, -0.01);
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DrawQuad(BLUE);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glKosSwapBuffers();
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glKosSwapBuffers();
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