Use only alpha channel of texture in OpenGL?

Posted by Chris on Stack Overflow See other posts from Stack Overflow or by Chris
Published on 2010-03-21T00:49:00Z Indexed on 2010/03/21 0:51 UTC
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Hey, I'm trying to draw a constant color to the framebuffer and blend it using the alpha channel from an RGBA texture. I've been looking at glBlendFunc and glBlendColor, but can't seem to figure out a way to ignore the RGB values from the texture. I'm thinking I'll have to pull out the alpha values myself and make a second texture with GL_ALPHA. Is there a better way to do this?

Thanks!

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