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Showing results for tags 'rgba'.
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I am trying to create a HUD out of some png images - but whenever I draw the image, it shows white where it should be transparent. The image is saved as a png with an alpha channel, but I tried tga as well with the same result. I am using 3.2 Indie Edition on Linux. The image file is attached. Here is my code to load the image: function Script:Start() self.texture = Texture:Load("Materials/HUD/hud.tex") end And here is my code to draw it: function Script:PostRender(context) context:SetBlendMode(Blend.Alpha) context:SetColor(1, 1, 1) left = context:GetWidth() - self.texture:GetWidth() top = context:GetHeight() - self.texture:GetHeight() context:DrawImage(self.texture,left,top) context:SetBlendMode(Blend.Solid) context:Sync(); end What I think the problem is: The automated conversion to textures is converting all images to DXCT1 RGB which has no alpha channel, but the working transparent textures that come with the editor use RGBA.