I’m loading a 32 bits tga into a texture. I am sure the tga contains the alpha channel with no null value in some parts of it. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Picture.GetW(), Picture.GetH(),0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, Picture.GetData());
but, there is no alpha in the opengl texture…when I’m using blend or alpha test, I get the same results as if the alpha channel was 0 everywhere…
what did I miss ? thanks.