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Oct 22nd, 2001, 06:10 AM
#1
Thread Starter
Fanatic Member
Anybody who knows OpenGL will know this...
(This is not what I am trying to do, but it is a simple explanation of my problem...)
Suppose I have drawn a round ball in MSPaint, with the ball white and the surrounding image black. How can I texture map it to a quad without the black coming up (ie, the surrounding area is see-through, as if the quad was in fact circular)? OpenGL doesn't seem to do it automatically, and the red book doesn't explain how to do it.
Do I have to store alpha-values in the picture? Is there a special blend function?
Thanks,
me.
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