Here is what my code look like
CCSprite *sp = [CCSprite spriteWithFile:@"textureWithOneColorbackground.jpg"];
[self addChild:sp];
// Change the blending factors
[sp setBlendFunc:(ccBlendFunc){GL_ONE, GL_ONE}];
[sp setColor:ccBLACK];
The original texture color is (246,149,32) The outcome now is (0, 0, 0)
According to OpenGL, the calculation should be like this: ((246 * 1 + 0 * 1), (149 * 1 + 0 * 1), (32 * 1 + 0 * 1)) So it should be the same.
Don't know why I am doing wrong here, can someone help me out?
Regards,