glBlendFunc() with 32-bit RGBA textures
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Published on 2010-12-13T14:42:26Z
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2012/10/06
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I have a texture that is semi-transparent with varying opacity at different locations. I have the main texture bitmap, and a mask bitmap. When the program executes, the alpha values from the mask bitmap are loaded into the alpha values of the main texture bitmap. The areas that I want to be transparent have a value of 255 alpha, and the areas that I want to remain totally opaque have values of 0 alpha. There are in-between values also for mid-transparency.
I have tried all manner of glBlendFunc() settings, but it is either completely invisible or it acts on the RGB colors of the source texture.
Any help out there?
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