Hi Phil,

Dirk Reiners wrote:
> It might. By default OpenSG assumes that image formats that have alpha 
> also use it (which is not always the case). I tentatively fixed that in 
> the 3DS loader, but we might want to make it more general.
>
> The quick fix is what you say: convert the non-transparent textures into 
> a format that doesn't have alpha.
>   
I just realized that you obviously have your own loader (duh!), so you 
might want to add the following bits and pieces to it:

after loading a texture, please call

           beginEditCP(image, Image::ForceAlphaBinaryFieldMask);
            image->setForceAlphaBinary(image->calcIsAlphaBinary());
            endEditCP(image, Image::ForceAlphaBinaryFieldMask);

If you use SimpleTexturedMaterials they should automatically add the 
correct BlendChunk, if you do your own you should do something like this:

    if(getImage() != NullFC &&
       getImage()->hasAlphaChannel() &&
       getEnvMode() != GL_DECAL)
    {
        if(getImage()->isAlphaBinary())
        {
                beginEditCP(_blendChunk);
                _blendChunk->setSrcFactor(GL_ONE);
                _blendChunk->setDestFactor(GL_ZERO);
                _blendChunk->setAlphaFunc(GL_NOTEQUAL);
                _blendChunk->setAlphaValue(0);         
                endEditCP(_blendChunk);           
        }
        else
        {
               beginEditCP(_blendChunk);
                _blendChunk->setSrcFactor(GL_SRC_ALPHA);
                _blendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);
                _blendChunk->setAlphaFunc(GL_NONE);
                _blendChunk->setAlphaValue(0);         
                endEditCP(_blendChunk);                       
        }
    }

Hope it helps

    Dirk


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