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OpenGL Opengl blending?

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Extremo    100
Oh well,

For the past 2 days I have been googling and reading as many tutorials as I possible can but it's time to say I am frustrated.

I am loading a picture with IMG_Load(a png) and I am pretty sure many of you have heard this before.

The problem I have however is that it does not care about the alpha channel. There simply is no transparacy. Might I say I work with 2D pictures. It simply has a white background and it's being very frustrating.

Here's my code:

void CSprite::Load (const string sFilename)
// Grafik laden
m_pImage = IMG_Load (sFilename.c_str () );

// Prüfen, ob alles glatt ging
if (m_pImage == NULL)
cout << "Fehler beim Laden von: " << sFilename.c_str ();
cout << endl;
cout << "Fehlermeldung: " << IMG_GetError () << endl;

// Framework herunterfahren
g_pFramework->Quit ();

// Gesamtes Spiel beenden
exit (1);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &m_pID);
glBindTexture(GL_TEXTURE_2D, m_pID);
glTexImage2D(GL_TEXTURE_2D, 0, 3, m_pImage->w, m_pImage->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_pImage->pixels);
//gluBuild2DMipmaps(GL_TEXTURE_2D, 3, m_pImage->w, m_pImage->h, GL_RGB, GL_UNSIGNED_BYTE, m_pImage->pixels);
glBindTexture(GL_TEXTURE_2D, 0);
// Rect initialisieren
m_Rect.x = 0;
m_Rect.y = 0;
m_Rect.w = m_pImage->w;
m_Rect.h = m_pImage->h;

} // Load

void CSprite::Render ()
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, m_pID);
glVertex3f(static_cast<GLfloat>(m_Rect.x), static_cast<GLfloat>(m_Rect.y)-m_Rect.h,0.0f);
glVertex3f(static_cast<GLfloat>(m_Rect.x), static_cast<GLfloat>(m_Rect.y),0.0f);
glBindTexture(GL_TEXTURE_2D, 0);
} // Render

Sorry for the German documentation. I really hope someone can point out what I am obviously not capable of finding out myself. I am very sorry to those who have seen this question a billion times, I really I am frustrated and appreciate ANY help.

Whenever I compile and run my game, this is the result I get:


Thanks in advance!


Found the solution! It lies in me using 3 as internal format on glTexImage..

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