I am trying to make it so that the black parts of my textures are transparent… But i now understand that it is not as simple as adding a 4th byte per pixel as an alpha channel and setting it to 0 when the pixel is black, 1 when the pixel isnt… and then changing the glTexImage2D function parameters a bit… I think that a particular alpha blending mode has to be entered but i have no idea… can somebody help me?
and your internal texture format is now GL_RGBA (or GL_BGRA).
[This message has been edited by jabe (edited 11-02-2001).]
Would it be quicker to use alpha testing instead of blending? It wouldn’t look as good if you filter the texture, though.