However, whatever I try or do, the Material's texture will never be rendered using the alphachannel.
Is it possible (by using another method or whatever) to use render to texture and preserve the texture's alphachannel?
Thanks,
Bas
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Hi guys,
I'm doing a render to texture using a TGLMemoryViewer and something like:
MemViewer.Render;
MemViewer.CopyToTexture(GLMaterialLibrary1.Materials.Items.Material.Texture );
However, whatever I try or do, the Material's texture will never be rendered using the alphachannel.
Is it possible (by using another method or whatever) to use render to texture and preserve the texture's alphachannel?
Thanks,
Bas
Try to switch on roDestinationAlpha in Buffer.ContextOption