07-10-2007 02:10 AM
07-11-2007 03:00 PM
You probably are applying the texture as a decal instead of as a replacement. See the "Apply Mode" property on SceneTexture for more details and/or check out this example.
07-12-2007 12:06 AM
07-12-2007 01:50 AM
10-11-2012 04:29 PM
Ok a big piece of thread necro here:
I am trying to generate a texture for placing on an onject with alpha transparency and I am having trouble formatting the data correctly so that I can apply it. I have tried modifying the blending.vi but to no avail, I am doing something wrong converting from a (present) 8-bit texture to a 32-bit RGBA texture. Anyone know how the pixels are arranged internally in a 32-bit texture?
Shane.
ps I think I may have misudnerstood the importance of the mask data. I assumed since the data was 32-bit that the transparency was in there, but perhaps this isn't the case?
07-16-2019 01:19 PM
I got a little stuck on this as well. Turns out that the flattenned pixmap can also be 32-bit! (24-bit RGB + 8-bit Alpha) You'll have to roll your own conversion, because the C:\Program Files\National Instruments\LabVIEW 2018\vi.lib\picture\pixmap.llb\Flatten Pixmap.vi doesn't have this capability. You can get a example of a 32-bit pixmap by following the Read PNG file.
http://zone.ni.com/reference/en-XX/help/371361N-01/lvpict/read_png_file/
as Intaris pointed out elsewhere, 255 is opaque and 0 is transparent.