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Texture Blending and Alpha Testing

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Hi, I''ve got some code, using 8 bit paletted textures to render a dynamic plasma effect to the screen as a rectangle. I now want to apply this to a monochrome bitmap with a transparent background (using alpha testing) so that the plasma shows up on the non-transparent section of the bitmap only. Just wondering how I''d do this using texture blending, or would I have to hardcode it myself. Is there some way of blending two textures together so that the low alpha values don''t show up in the final blend?

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