I have a tree texture (tga) with an alpha mask and a black background.
I simply want only the alpha values >0 to display, while the alpha values =0 to remain transparent.
I’ve tried:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1.f, 1.f, 1.f, 0.8f);
But it’s not quite what I want, I can still see the black background, although faded a bit.
Thanks,
e