Hi guys!
Im using the sraight forward, easy way to render to offscreen by render to the back buffer and grab the result using the glCopyTexImage2D command.
( Think I found it in a tutorial at NeHe production. )
If I use the GL_RGB image format, I get a solid image, and by using the GL_RGBA format I get an image with the clear color transparent.
Like this:
glCopyTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,0,0,1024,1024,0);
This works 120% on my ATI Radeon X850. BUT, when I run the program on ANY Nvidia chipset, no matter if its new or old, the texture is NOT transparent anymore!!
Is this a manufacturer issue or should I use another technique to get it transparent??
Im using shaders and stuff so I surely could find another way around but Im quite curious if any one else had this problem.
Thanx in advance!!