I have a simple question. If you have an RGBA texture, you can render all the non-transparent pixels as black by setting
glColor4f(0.0, 0.0, 0.0, 1.0);
Well, what if you wanted the same effect, but rendered as red, or white, or anything else then black?
glBlendFunc() doesn’t seems to help because it multiplies the RGB channels, and those not the ones I want here.
So I just want the alpha-values rendered as some specific color that is not black.
What should I do?
Thanks in advance!