Le Lundi 1 Août 2011 10:47:14, Benoît Minisini a écrit :
>
> Glu.Build2DMipmaps() could segfault if it receives a NULL image. Anyway, in
> revision #3958, you don't have to do all that trick: image alpha channel
> should be correctly taken into account in OpenGL APIs.
>
> Regards,
Good catch!
+
On 08/01/2011 04:47 AM, Benoît Minisini wrote:
>>> If, in GltextureMapping.c:238:
>>> glTexImage2D(GL_TEXTURE_2D, VARGOPT(Level, 0), 3, image->width,
>>>
>>> image->height, VARGOPT(Border, 0), format, GL_UNSIGNED_BYTE,
>>> image->data);
>>>
>>> I replace the "3" by
> >
> > If, in GltextureMapping.c:238:
> > glTexImage2D(GL_TEXTURE_2D, VARGOPT(Level, 0), 3, image->width,
> >
> > image->height, VARGOPT(Border, 0), format, GL_UNSIGNED_BYTE,
> > image->data);
> >
> > I replace the "3" by "4", as it is in line 225, I get the tran
On 07/30/2011 05:44 PM, Benoît Minisini wrote:
Le Samedi 30 Juillet 2011 00:19:41, Kevin Fishburne a écrit :
I've been researching this for hours and nothing I try works. The image
used for the texture has an alpha channel, but it is displayed as black
instead of transparent. I'm starting to thi
> Le Samedi 30 Juillet 2011 00:19:41, Kevin Fishburne a écrit :
> > I've been researching this for hours and nothing I try works. The image
> > used for the texture has an alpha channel, but it is displayed as black
> > instead of transparent. I'm starting to think that the line:
> >
> > Gl.TexIma
On 07/30/2011 12:57 PM, Laurent Carlier wrote:
Le Samedi 30 Juillet 2011 00:19:41, Kevin Fishburne a écrit :
I've been researching this for hours and nothing I try works. The image
used for the texture has an alpha channel, but it is displayed as black
instead of transparent. I'm starting to thi
Le Samedi 30 Juillet 2011 00:19:41, Kevin Fishburne a écrit :
> I've been researching this for hours and nothing I try works. The image
> used for the texture has an alpha channel, but it is displayed as black
> instead of transparent. I'm starting to think that the line:
>
> Gl.TexImage2D(t1)
>
I've been researching this for hours and nothing I try works. The image
used for the texture has an alpha channel, but it is displayed as black
instead of transparent. I'm starting to think that the line:
Gl.TexImage2D(t1)
isn't passing the presence of an alpha channel to OpenGL, but that's
j