So what i said in that last post i think was kinda crappy heres it better i think:
I have a lightbulb:
http://img9.imageshack.us/img9/7844/lightbulbh.png
Its transparent around its edges.
I create a quad in OpenGL and load it as a texture and bind it to the quad.
Currently it shows a black square with the picture in the middle (so where you can see white in that link, its black)
Its a 32x32 image, and in photoshop i created it with those dimensions and set its background to transparent.
i currently have this loadTexture method: (its different to the tutorials, i changed it today to see if it would work)
Objective C pastebin - collaborative debugging tool
I believe the problem is with the glBlendFunc
i know currently its set to be opaque but i get the same result when its not set, and i'm not certain what functions i should be using
I'm currently looking in to masking, so will reply back if that works