When I rendering 3D scene to a Texture, I got a incorrect result. I think the reason incorrect blend alpha is because the destination's alpha was ignored on rendering. For example
- make new RectangleTexture named A;
- context3D.setRenderTexture(A); and context3D.setBlendFactors(SOURCE_ALPHA, ONE_MINUS_SOURCE_ALPHA);
- context3D.clear(0,0,0,0); In Result the A's alpha is 0
- drawColor(1,0,0,1); In Result the A's alpha is 1, and a red color;
- drawColor(0,1,0,0.5); In Result the A's alpha is 0.75 and color is (0.5, 0.5, 0, 0.75);
The result Alpha is 0.75, Not 1!
So, when rendering A to the scene, It could't masked the background...
How to solve this problem, Who can help me, please.