Creating an OpenGL texture with alpha using NSBitmapImageRep

Posted by BROK3N S0UL on Stack Overflow See other posts from Stack Overflow or by BROK3N S0UL
Published on 2011-08-03T09:31:12Z Indexed on 2012/06/12 4:40 UTC
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I am loading a PNG using:

theImage = [NSBitmapImageRep imageRepWithContentsOfFile:imagePath];

from which I can successfully create a gl texture and render correctly without any transparency. However, when I switch blending on using:

glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);

The texture renders with the correct transparent background, but the image colours are incorrect.

I have tried several options in the blend function, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_DST_ALPHA, etc.

I was taught maybe I need to reorder the bits in the image data, maybe the channels have been mixed up, but I would not expect it to render correctly when blending is off in that case.

Alternatively, I could use libPNG I guess, but I would like to try using a NSBitmapImageRep if it is possible.

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