Not a bug, but a feature. You have to premultiply the mask to the
image. In other words, convert the areas in the image that should be
transparent to black:
http://www.geocities.com/jeffq_cnet/Meshwork/alphamask.html
On May 17, 2006, at 9:39 AM, Rasmus Lindén wrote:
Hello,
I'm having trouble getting 8-bit masks to work in RB3D, there's half
translucent white where there should be nothing. Is this a known
issue, or am I doing something totally wrong?
(1-bit masks (or rather, when I have a picture with pure white and no
mask as texture) it works fine)
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