If I have an RGBA bitmap structure being applied to an object in a scene, what is the blend function I need to use to get the background to be transparent but not the rest of the graphics? The alpha portion of each pixel in the bitmap structure is set to 0 for all white pixels and 255 for every other color.
The best way to make sections of a bitmap transparent is to use a mask, I don’t have the code memorized, but essantially you will have to draw a textured quad twice. http://nehe.gamedev.net/tutorials/lesson20.asp
that is a good tutorial on exactly what you have to do, see if that helps
What this does is tells OpenGL to test the Alpha component of each fragment. If that component is GL_LESS than 0.5, then it will not draw that fragment.
The only problem with this is that texel edges near the transparent parts will look a little wierd. But, it is faster than a blend operation, since it doesn’t require the framebuffer read.