I’ve searched on this subject here and didnt find anything really usefull, so here’s a new post on it
I currently use a second jpg texture to load an alpha channel and want to use another approach.
Loading TGA textures will just increase my texture size, so thats not what i want eigther.
I was thinking about checking each rgb value of my jpg and assigning an alpha value of 0 to it when it is pink for example, while loading the texture in my code.
Could anyone help me on my way?
I think i should:
put alpha testing on;
for loop thru texture.data;
create alpha channel (how??);
store new texture data;
Hello.
I just wanted to say that using TGA’s is not so bad at all.
You know, when you have loaded the imagefile into memory it takes the same space in every format.
[Or were you hinting at that the alpha-channel is to big? Then of course you are right. TGA are nice though ]
Ummm sorry that I could not really help you.
EDIT:
Now I noticed that you want to create an alpha channel during runtime. Hey, I would really go for a TGA. Because it’s easy.
If you are worried about the space your textures take on your harddrive you could use something like zlib to store it.
Hope that helps
[This message has been edited by B_old (edited 11-11-2002).]
Very well then. I just wanted to help you.
I guess you did not know, but I use TGA myself.
Well, OK. I will shut my mouth know and don’t trouble you any further.
Sorry that I could not help you with your actual problem.