How can I use alpha blending where I donโt need to think about the background color of the overlapping texture?
You can not; your blend function includes a background color because it really cannot be a โbackgroundโ. You render several objects to the texture, so the "background" color can actually be the displayed object.
It is best to minimize exposure. There is no particular need for the background color to be white. Just make it black. This will not cause artifacts to disappear; he hopefully just makes it less visible.
The simple fact is that blending in graphics cards is simply not designed to perform the kinds of compositions you make. It works best when what you mix is โโopaque. Even if there are layers of transparency between the opaque surface and what you are rendering, it still works.
But if the background is actually transparent, without a full opaque color, the math just stops working. You will receive artifacts; the question is how noticeable they will be.
If you have access to more advanced equipment, you can use some shader-based software mixing methods. But this will have an impact on performance.
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