Original Post
Is there any way to read the alpha component of the framebuffer with glReadPixels? When I try, everything I read has an alpha of 1.
What I want to do is be able to clear a certain area to have an alpha of 0, then draw to that area, then use glReadPixels to copy that area to a buffer, in such a way so that the pixels that I didn''t draw to still have an alpha of 0.
Is this possible? Thanks.