In my code to load a bitmap i have a special case that if the color is pure green, the alpha needs to be set to 0 (so that the green part of the bitmap can be seen through). I have this working in another program using drawPixels, but now when i try it in my newer program using textures, it doesn’t seem to work. I tried to use
like many tutorials said and like i had used previously but it doesn’t work. Instead, the green part of the texture shows up white. Why is this? I want the green part to be see through. I also tried many other combinations with no avail… please help
but the image still had to have it’s alpha values set to 0 if i wanted them transparent. Isn’t there any way around this? I’d rather not use a mask if i can. Using both a mask and modifying the alpha values of the image seems redundant. can i do it in one step?