Is it possible that using the following pixel format on a generic software OpenGL implementation, if I read the framebuffer using glCopyTexImage2D() I don’t read alpha bits?
Nothing to do: I am working on windows and don’t like the idea to add a different OpenGL implementation.
Considering that if I use a green background (instead of a transparent one) I get a perfect texture, is there a way to swap the Green component with the Alpha one in a texture?
One more thought: is it possible that the original texture color is black and reading a 0,0,0,0 color don’t affect the texture color?!?
No, what I means is, instead of GL_RGBA8, use 4. 1, 2, 3, 4 are the GL 1.0 texture internal formats and perhaps that’s what the MS implementation wants. It is pretty old since MS wrote it in 1995.