Is there any easy way to tell OpenGL not to render the black pixels in a texture (making black transparent)? Or should I just go with an alpha test (requiring the texture to have an alpha channel)?
My current situation is this: I want to render the bars of a jail cell as one quad. The texture has black in between each bar. Sounds easy enough… Texture is 24bpp currently so no color index tricks
Thanks in advance - BwB