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Editorial Team
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Editorial Team
Asked: May 13, 20262026-05-13T12:15:33+00:00 2026-05-13T12:15:33+00:00

I am programming a small drawing app on the iphone and ran into a

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I am programming a small drawing app on the iphone and ran into a problem. When i merge two fbos the color becomes white instead merging. Look at the picture:

http://dl.dropbox.com/u/2025544/help.png

Here the left is rendered as a normal mac program and the right is rendered on the iPhone platform with almost the same code except for using the eos version of the fbo.

Drawing multiple FBOs on top of each other creates the alpha blending i want:

  glEnable(GL_BLEND);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  myTex.draw(0, 0);


     for(int client = 0; client < 5;client++)
     {
        ofSetColor(
                 datas[client]->myColor.r,
                 datas[client]->myColor.g,
                 datas[client]->myColor.b,
                 datas[client]->myColor.a
                 );   


        datas[client]->myTex.draw(0,0);

     }

Merging the two fbos gives med the wrong alpha:

   myTex.begin();
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);


        ofSetColor(
                 datas[tmpMessage->clientId]->myColor.r,
                 datas[tmpMessage->clientId]->myColor.g,
                 datas[tmpMessage->clientId]->myColor.b,
                 datas[tmpMessage->clientId]->myColor.a
                 );
        datas[tmpMessage->clientId]->myTex.draw(0, 0);

        myTex.end();
        datas[tmpMessage->clientId]->myTex.clear(0, 0, 0, 0);

        datas[tmpMessage->clientId]->touchDown = true;

Please help i am going crazy 🙂

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-13T12:15:34+00:00Added an answer on May 13, 2026 at 12:15 pm

    I solved the problem by not using: glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); I have no idea why this solved it… and it seems that other calls screws things up as well…

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