My texture maps have lots of “background” pixels in them. I use paletted textures, and these are set to (0,0,0,0).
My problem is, when I use glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN/MAG_FILTER, GL_LINEAR), those non-zero texels that are adjacent to zero-texels are affected by the filtering. Is there any way I can avoid this?
i.e. I don’t want the zero-texels to have any contribution.
many thanks,
Karthik Balasubramaniam
[This message has been edited by clunis_immensus (edited 04-22-2002).]