I have a texture loaded into memory that is of RGBA format with various alpha values.
The image is loaded as so:
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
self.texNum = texture;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, self.imageWidth, self.imageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, [self.imageData bytes]);
I want to know how I can draw this texture so that the alpha channel in the image is treated as all 1's and the texture is drawn like an RGB image.
Consider the base image: http://www.ldeo.columbia.edu/~jcoplan/alpha/base.png
This image is a progression from 0 to 255 alpha and has the RGB value of 255,0,0 throughout
However if I draw it with blending disabled I get an image that looks like: www.ldeo.columbia.edu/~jcoplan/alpha/no_alpha.png
When what I really want is an image that looks like this: www.ldeo.columbia.edu/~jcoplan/alpha/correct.png
I'd really appreciate some pointers to have it ignore the alpha channel completely. Note that I can't just load the image in as an RGB initially because I do need the alpha channel at other points.
Edit: I tried to use GL_COMBINE to solve my problem as such:
glColorf(1,1,1,1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
[self drawTexture];
But still no luck, it draws black to red still.