Summary: | Loading transparent PNG without alpha channel into Texture | ||
---|---|---|---|
Product: | [JogAmp] Jogl | Reporter: | Alan Sambol <alan.zgb> |
Component: | util | Assignee: | Sven Gothel <sgothel> |
Status: | RESOLVED FIXED | ||
Severity: | major | CC: | alan.zgb |
Priority: | --- | ||
Version: | 2 | ||
Hardware: | All | ||
OS: | all | ||
Type: | --- | SCM Refs: |
35fcf49d1cb49e3844e7cee44f34d827d8a102ce
51427b92a2d9cd3fc619854e26536c9c6adad947
f0c8d6cf5d7f8f64cea79b3d0d27e4db6ccef41e
|
Workaround: | --- | ||
Attachments: | Original PNG. Contains transparent background. Created in Adobe Photoshop. |
Description
Alan Sambol
2013-04-24 14:56:45 CEST
1 Add manual unit test, incr. PNGImage verbosity. 2 PNGJ: Bump to git sha1 a0b1101ba2d37de39428ed55c8189502e24a3125 of https://code.google.com/p/pngj/ 3 Testing PNG Transparency / Fixing GLSL Shader of test case: Mix texture alpha properly (pre-multiply), due to lack of ALPHA_BLENDING. 'Works for me' .. i.e. w/ fixed GLSL shader respecting texture alpha, the GL readBuffer produced the right data. I don't think [2] has anything todo w/ it - but I don't like to test again. Thank you for the test case (image), it is incl. in our unit tests now [1 and 3]. You might want to tune your shader code, or enable ALPHA blending ?! |