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Metus

Colorkeying...?

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Is there any (easy) way to implement colormasking via colorkeys? Exampel: glBindTexture(GL_TEXTURE_2D. Texture): glIgnoreColor3f(1.0f, 0.0f, 0.0f); //do NOT draw RED glBegin(GL_QUADS): ... glEnd();

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Go with masking or (preferably) alpha testing (or alpha blending if you want to go all the way). You can write some relatively simple wrapper code to insert the alpha bytes into data as it is loaded based on a color that your provide fairly easily.

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