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I am trying to create a HUD out of some png images - but whenever I draw the image, it shows white where it should be transparent. The image is saved as a png with an alpha channel, but I tried tga as well with the same result. I am using 3.2 Indie Edition on Linux.

 

The image file is attached.

 

Here is my code to load the image:

 


function Script:Start()

self.texture = Texture:Load("Materials/HUD/hud.tex")

 

end

 

And here is my code to draw it:


function Script:PostRender(context)

context:SetBlendMode(Blend.Alpha)

 

context:SetColor(1, 1, 1)

left = context:GetWidth() - self.texture:GetWidth()

top = context:GetHeight() - self.texture:GetHeight()

context:DrawImage(self.texture,left,top)

context:SetBlendMode(Blend.Solid)

 

context:Sync();

end

 

What I think the problem is:

 

The automated conversion to textures is converting all images to DXCT1 RGB which has no alpha channel, but the working transparent textures that come with the editor use RGBA.

post-12677-0-87741100-1413692430.png

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