opengl es2 premultiplied vs straight alpha + blending
问题 Opengl es2 on the iphone. Some objects are made with multiple layers of sprites with alphas. Then I also have UI elements that are also composited together from various sprites that I fade in/out over top of everything else. I do the fading by adjusting the alpha in the shader. My textures are PNG with alpha made in photoshop. I don't premultply them on purpose. I want them to be straight alpha, but in my app they're acting as if they're premultiplied where I can see a dark edge around a