// render the 2D UI in a texture
push_render_target(rtarg);
- glClearColor(0, 1, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
draw_2d_ui();
pop_render_target();
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ glBlendColor(0, 0, 0, 0.35);
+ glBlendFunc(GL_SRC_ALPHA, GL_CONSTANT_ALPHA);
glEnable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
glDepthMask(0);