11-17-2005, 04:44 PM
In my code to load a bitmap i have a special case that if the color is pure green, the alpha needs to be set to 0 (so that the green part of the bitmap can be seen through). I have this working in another program using drawPixels, but now when i try it in my newer program using textures, it doesn't seem to work. I tried to use
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );like many tutorials said and like i had used previously but it doesn't work. Instead, the green part of the texture shows up white. Why is this? I want the green part to be see through. I also tried many other combinations with no avail... please help
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );like many tutorials said and like i had used previously but it doesn't work. Instead, the green part of the texture shows up white. Why is this? I want the green part to be see through. I also tried many other combinations with no avail... please help