TextureManager alpha channel


I’m taking the first small steps towards creating a ‘look and feel’ capability. The slider thumb has caused me to want to do this sooner than I intended to. Oh well. :slight_smile:

I would like to take advantage of the alpha channel in the image I’m using.

TextureManager.loadImage(java.awt.Image image, boolean flipImage) creates a BufferedImage of type TYPE_3BYTE_BGR which I believe is removing the alpha channel.

I would like to add code to this method that will check the image type and create a BufferedImage that allows for an alpha channel.

Is this where/how I should do this or is there a better way?



Yeah, here is fine. Perhaps pass in a parameter with the image type? Whatever you think is best.

Let me know if that works. I’m not so worried about creation of the buffered image, but reading in the image using my tools. I’ve yet to test alpha, and hope that it works. I’ll fix any issues you come across.