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.

EOF,
 J.D.

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