Original Post
Ok, I have this code:
GLuint LowLayer::CreateBlankTexture(Vector2 size)
{
GLuint tempTexture;
unsigned char* pixels = new unsigned char[(int)size.X * (int)size.Y * 4];
for (int i = 0; i < (int)size.X * (int)size.Y * 4; i++)
pixels = 0;
glGenTextures(1, &tempTexture);
glBindTexture(GL_TEXTURE_2D, tempTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 4, (int)size.X, (int)size.Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
delete[] pixels;
return tempTexture;
}
It creates an empty texture so I can draw onto it. I've a function that "optimizes" tile maps, it generates splitted 512x512 images through the built tile map. On my laptop it just works as expected, but on my desktop, what should be a transparent area is black, and it covers what was behind. Could it be a video card issue? I really don't think so, because images drawn directly on the screen are ok. Just for the record, the laptop has an Intel video card, the desktop has a NVidia video card.
