Original Post
Hi Everybody,
I've got a 32 bit translucent TGA texture which I want to render on a simple quat. But cant make it to get rendered properly. Parts where my texture is transparent do not get rendered as transparent. What is the common problem with this approach?
When I specify alpha value with glColor(...) it makes my quad translucent, but how to make alpha value to come from the texture?
I turned on blending, generated texture with GL_RGBA and GL_UNSIGNED_BYTE mode. Don't know what I'm doing wrong.
Any help is appreciated.
Thank you,
Ruben
I've got a 32 bit translucent TGA texture which I want to render on a simple quat. But cant make it to get rendered properly. Parts where my texture is transparent do not get rendered as transparent. What is the common problem with this approach?
When I specify alpha value with glColor(...) it makes my quad translucent, but how to make alpha value to come from the texture?
I turned on blending, generated texture with GL_RGBA and GL_UNSIGNED_BYTE mode. Don't know what I'm doing wrong.
Any help is appreciated.
Thank you,
Ruben