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Feb 18 at 5:20 comment added Beefster I spent like 2 hours trying to clear a canvas atlas to transparent black, only to find that's what it was doing, then thinking I did something wrong with my shader, and then I found this, and it looks to be a fix for the problem. Thank you so much!
S Nov 17, 2022 at 13:17 history suggested Glorfindel CC BY-SA 4.0
broken link fixed, cf. https://meta.stackoverflow.com/a/406565/4751173
Nov 17, 2022 at 9:03 review Suggested edits
S Nov 17, 2022 at 13:17
Dec 16, 2011 at 23:21 history edited David Gouveia CC BY-SA 3.0
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Dec 16, 2011 at 23:19 comment added David Gouveia @Trevor Roger, I figured that was the case, just like the Content Pipeline in XNA 4.0.
Dec 16, 2011 at 23:17 comment added Trevor Powell It's worth adding that the XCode build process auto-converts textures into a pre-multiplied format, while copying them into the app bundle. So even if you didn't create your textures as pre-multiplied textures, that's what they'll probably be by the time your program is loading them. (There used to be an undocumented way to disable this autoconversion. Not sure if it's still possible to disable under current versions of XCode)
Dec 16, 2011 at 23:06 comment added David Gouveia There, fixed. I just did a quick Google on GL_SRC_ONE and got a few matches, so I figured it existed and wrote that. ;-)
Dec 16, 2011 at 23:04 history edited David Gouveia CC BY-SA 3.0
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Dec 16, 2011 at 23:01 vote accept Kai
Dec 16, 2011 at 23:01 comment added Kai Thank zoo very, very, very (did I say very?) much. I promise I'll also read/watch the recommended background info, but your hint really helped. I struggled with that one since yesterday, tried everything, read a lot. Same question posted 12 hours ago on stackoverflow had no answers. Actually it's glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);.
Dec 16, 2011 at 22:30 history answered David Gouveia CC BY-SA 3.0