Original Post
I've been trying for some amount of time to get transparency working with D3D textures. I've tried several different ways and I am now down to a single question: Do tga files support transparency? Because I suppose I just naturally assumed that they did because you can save them as 32-bit. But, why would you allow to save as 32-bit if the maximum the format supported was RGB? What would be the point? I suppose there's the data alignment argument, but why not just do what the bitmap format does and align the whole row to a 4 byte boundary?