b_r = blend func r value
s_r = source r value
d_r = dst r value
b_r = d_r*(1-s_a) + s_a*s_r
b_g = d_g*(1-s_a) + s_a*s_g
b_b = d_b*(1-s_a) + s_a*s_b
b_a = d_a + s_a
if b_r > 255 b_r = 255, and the same for the rest...
Basically, just a regular texture blend on alpha. (hopefully I got the above formulas right.) I can't think of any combination in which the source, if its alpha is lower, does not overwrite the higher-alpha destination (b_a = d_a + s_a)
What are the equivalent parameters for texureBlendFunc()? (or, how could I do this some other way?) =)
PS: why isn't it called textureBlendFunc?