I'm currently working on porting a buffered GUI system over to Ogre, and I have a problem regarding separate alpha channel blending.
Direct3D (And I assume OpenGL as well) supports doing alpha blending on both the color channels and the alpha channels as separate operations. Normally you only need to do blending on the color channel, but when rendering to a render target with an alpha channel on it, you can have issues where the alpha channel is not blended properly and gets replaced.
This is an issue for my GUI because it renders alpha blended polygons into a texture which has an alpha channel. Because Ogre does not seem to support separate alpha channel blending, it produces holes in the texture where the polygons have transparency.
Are there any plans to support separate alpha channel blending? If not, I can probably do it myself and provide a patch. I just want to make sure I'm not going to be re-inventing the wheel.
Thanks.

