> Volker Settgast wrote:
> 
>>> I had similar problems when importing vrml files from Maya. Maya exports 
>>> textures as .rgb and those files seem to be the problem. In my case it 
>>> helped to convert the files to jpg (and correct the filesname in the 
>>> vrml file as well).
>>>
>>> Maybe this will help You, too.
> 
> 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.
> 
> Hope it helps
> 
>     Dirk

I remember now that's how I fixed it before :)



> I just realized that you obviously have your own loader (duh!), so you 
> might want to add the following bits and pieces to it:

Yep, own loader using http://sourceforge.net/projects/collada-dom/


> 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:
> Hope it helps
> 
>     Dirk

Unfortunately not :(  I will try converting everything to jpg but I 
would rather have a solution where .tga and .png can be used without 
screwing up the scene!

cheers,
Phil

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