Hi Has someone experience with alpha source/function in TextureAttributes.Combine somehow I get the feeling that something fishy happens there. I seem to get different results with the same combine functions and sources when I set the output to RGB instead of Alpha. The problem might be that alltough I have RGBA textures somehow the alpha value is not there. I use getAlphaRaster() on the BufferedImage to write something to the alpha portion of the BufferedImage. [RGBA all have the same value]. This BufferedImage is later used as source for the ImageComponent2D which is then again used as the source Image for the Texture2D.
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