There some nice tricks that you can do with a separated alpha. For
example, you can draw an object with certain parts opaque and other
parts accumulated without changing blending factors.
There is a similar problem on iPhone, but you can solve it by using a
custom PNG decoder. But so far I was
Thank you both for the solution (images must be power of two
dimensions) and the additional helpful information!
Cheers!
-Nate
On May 28, 12:56 pm, Anton socialhac...@gmail.com wrote:
The ball.png that you reference above is 30x30 pixels. As MrChaz
said, you must use power of two sized
I was wandering if you managed to load a RGBA texture without pre-
multiplied alpha.
I'm working with an assumption that every texture is alpha pre-
multiplied, because I was unable to load a RGBA texture without pre-
multiplication (on G1). I'd love to know if it's possible or not.
Thanks,
The ball.png that you reference above is 30x30 pixels. As MrChaz
said, you must use power of two sized bitmaps. Otherwise the
texImage2D function will not accept your texture. It seems likely
that that is what is going on here. Also, this works in the 16 bits
per pixel modes as well. You
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