i want to do sth with transparent textures. it has to be sth fast, for it should be part of a simple game engine:
what i want to achieve is a texture representing a branch with leafs. when mapping it onto some vertices, i want every pixel to be transparent thats not part of the branch or one of the leafs.
is the better (comfortable and fast) way to do this with TWO textures and use one as a mask, or to use ONE texture with RGBA-values??
Erm - do a google for file formats that support alpha channel - I think DirectX SDK comes with one (which you can use for generating textures for OPenGL anyway).
Actually getting alpha test up and running is a piece of cake.