Why do I always get opaque (ARGB 0xFF000000) black pixels when grabbing an empty, cleared opengl buffer ?
I expected each pixel to be clear and transparent (ARGB 0x000000) and not opaque black.
here’s my setup:
glState.glDisable(GL_SCISSOR_TEST);
glState.glDisable(GL_DEPTH_TEST);
glState.glEnable(GL_ALPHA_TEST);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black transparent Background
gl.glClearDepth(1.0f); // Depth Buffer Setup
gl.glDepthFunc(GL_LEQUAL); // Type Of Depth Testing
glState.glEnable(GL_DEPTH_TEST); // Enable Depth Testing
gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glState.glEnable(GL_BLEND);
Note that glGetIntegerv(GL_ALPHA_BITS,…) gives 0 (ZERO).