Hello,
I have a font texture which I use in order to draw text on top of my OpenGL scene. The problem is that the scene's colors vary so much that any solid color I use is hard to read. Is it possible to draw my font texture with inverted colors?
A call to glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); would just draw it with a solid color, A call to glBlendFunc(GL_ONE_MINUS_DEST_COLOR, GL_ZERO); would draw it inverted, but would disregard the alpha values of the texture so you'd just see an inverted rectangle instead of the letters.
What I need is something equivalent to glBlendFunc(GL_SRC_ALPHA * GL_ONE_MINUS_DEST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
Can this be achieved somehow without using shaders ?
Thanks.