I didn’t know that was needed. How is it done?
This:
glEnable(GL_BLEND);
(above needs ordered rendering (back to front, back drawn first))
or, when you only want to have the functionality to simply discard transparent pixels and have to semi-transparency (no need for ordered rendering):
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.1f);
hope this helps
Also needed:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
I added both of those methods to my initialisation and the texture is still rendered with a white background.
You should read this http://www.arcsynthesis.org/gltut/
Understanding how stuff work make doing it lot easier.
I understand how they work, I just can’t find out where this bug is coming from.
https://github.com/Harris6310/Dragonshire/blob/master/src/dragonshire/graphics/Texture.java#L58 ?
Your texture doesn’t appear to have an alpha channel - shouldn’t that be GL_RGBA?