Renderer::createTexture Ogre 8 bits blending problem

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Tabarn@kdeca.lis
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Renderer::createTexture Ogre 8 bits blending problem

Postby Tabarn@kdeca.lis » Tue Oct 03, 2006 15:46

Hi,
I am encoutering a problem with this function call. If I use the createTexture function to load a 8 bits alpha mask texture to display it onto a staticImage object, Ogre engine blending procedure get screwed up!

Is it possible that there is a memory leak or something when loading a 8 bits tga texture?

I am able to load and display the 8 bits image properly onto the staticImage, but my ogre material wont take care of the 8 bit alpha mask after the createTexture call.

See this link Ogre Forum.

Rackle
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Location: Montréal

Postby Rackle » Tue Oct 03, 2006 19:13

You should delete your user and create one that is not a swear word. Yes, I write in english but my native tongue is french.

Tabarn@kdeca.lis
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Postby Tabarn@kdeca.lis » Tue Oct 03, 2006 22:02

I'll log on my new user as soon as I get the activation mail.

I hope it wont prevent ya from investigating this issue which require that I have two copies of my texture, a 8 and a 24 bits version, one for the alpha blending and the other for StaticImage display.

Odd1Dev
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Postby Odd1Dev » Wed Oct 04, 2006 14:31

Here I am under a new identity!

Let me specify I am loading a 8 bits, single channel tga texture with the createTexture function.

Odd1Dev
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Postby Odd1Dev » Fri Oct 13, 2006 14:49

It would be nice if anyone could give me a clue about this problem. It's a pain to create 2 versions of each mask texture.


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