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Loaded textures without alpha components.

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I'm having this little problem when loading images with palettes (mainly bmp) where when it's read in with D3DXCreateTextureFromFile or D3DXCreateTextureFromFileEx(with 0x00000000 as colour key) it will have 0x00 for the alpha value when a pixel is retrieved. On the other hand if it's created with D3DXCreateTextureFromFileEx with a colour key it will have an alpha component. Is there some way of going about making sure that it sets a alpha value, or somehow force the texture to use the last colour key as transparency?

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