[solved] DesktopGL transparency problem?

Hello all,

I would like port my Windows project to a DesktopGL one to make it accessible from various platforms. However, it seems to me as if there is an issue with transparency in DesktopGL:

I have used exactly the same code in both occasions (followed this very helpful tutorial on how to set up your cross-platform project: Multi platform tutorial.

Did anyone come across this oddity before? Do I need to activate transparency separately or maybe write a little custom shader?


Okay, stupid me, just needed to set the BlendState.Additive when making the draw call.