This is a two part question. I am rendering some BSP geometry and some of the textures have an alpha color which should be invisible.
So the first step would be figuring out the alpha color so I can correctly render it. I uploaded a sample bitmap:
As you can see, it is a railing texture where RGB(160,158,148) is the color that should be invisible. I can figure this out just by looking at it. The problem is, how do I find this value in the file?
So that is step one. The second is an OpenGL issue where I am rendering a bunch of geometry with vertex arrays. How do I accommodate for the fact a color needs to be removed from the texture when rendered? Do I need to render this in a specific order? Also, I should mention I am using SDL if that helps make any of this a bit easier.
Thank you both for fantastic answers. I wish I could pick both of you...