Texturing a png so alpha channel part is transparent?

Hello I have a PNG with an alpha channel I would like it so the transparent parts of the image
are transparent when I texture to a quad. Right now they just show up as white. Considering the results I’m getting I’m guessing its not as easy as giving the WebGL API a png with an alpha channel. If anyone knows how to do this I would love to hear how you did it.

Did you remember to enable blending?

gl.enable ( gl.BLEND ) ;

Does your shader copy the alpha channel of the texture into the alpha channel of the output?

Thanks for the reply. I do not have blend enabled. I will do that.

My shader looks like this:

#ifdef GL_ES
precision highp float;
#endif
varying vec2 vTextureCoord;
uniform sampler2D uSampler;
void main(void)
{
gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
}

Is what I’m doing here copying the alpha channel to the output?

Using the above shader and adding these two lines of code got parts of my sprite to be transparent exactly as I wanted.

gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.enable(gl.BLEND);

:smiley: That was suprisingly easy!