Hi
I have a 32 bit texture that I want to render, ignoring the alpha components in the texture. However, I do need to use the alpha of the geometry that the texture is applied to, so I can’t simple disable blending. Also, the texture data is generated in realtime (not by me) and updated by me with glTexSubImage. I need the maximum performance of texture update so I cannot simple modify the colour depth of the image data to 24-bit before upload.
I have tried several methods, including different blending functionn, but do not seem to be able to create the correct end result.
Any help in this would be much appreciated.