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04-10-2006, 11:32 AM
hello, newbie here
just want to ask if it is possible to use a tga w/ alpha during texturing and still retain the alpha values or should i just use a bitmap and its black and white mask where only the black part is rendered.

04-10-2006, 06:34 PM
If you mean the framebuffer will retain alpha values, then yes, but only if the pixel format has a destination alpha channel.

04-10-2006, 11:47 PM
thanks for the reply
anyway, ive tried texturing w/ a tga+alpha but the transparent parts appear white instead of being transparent. im using it for fonts, i hope you get what im trying to do

ZbuffeR
04-11-2006, 02:17 AM
Yes it is possible, if your RGBA texture is properly initialized, you can have 8bit alpha.

glEnable(GL_BLENDING);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

No need for destination alpha for this.

04-11-2006, 02:58 AM
okay thanks a lot! got it!