Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 8832981
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 14, 20262026-06-14T08:40:06+00:00 2026-06-14T08:40:06+00:00

I load DDS images (DXT5) with transparent alpha into OpenGL. Because the alpha is

  • 0

I load DDS images (DXT5) with transparent alpha into OpenGL. Because the alpha is not pre-multiplied and can not be pre-multiplied based on DXT5 specs I get thin black halo around the visible part of the texture because I do some blending operations on GPU.My question is: what can be the best workaround for it.My OpenGL renderer updates scene textures on each frame loading those from IO so if I decompress the DDS then pre-muliply , then compress back I get huge overhead.Another option I thought would be to add another render pass and do the pre-multiply in fragment shader and render to texture,then use it for the main pass.This one adds overhead to the whole pipeline because I already have a descent number of passes.What are additional options here?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-14T08:40:07+00:00Added an answer on June 14, 2026 at 8:40 am

    The issue solved.I had a corrupted DDS texture.The manual pre-multiplication I was doing by default in fragment shader works perfectly with valid DXT5.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

How would I load a dds texture file into an OpenGL 2dtexture or cube
I load some images into an object list , and then try to recall
I am trying to load some .dds textures for my game. My IDE is
I load 2 tables (header and data) dynamically into a div. I want the
I have a page with several dynamically generated DropDownLists. The DDs load and display
.load() was working fine, but for some reason it's not in Chrome now (presumably
Does Load Runner support JavaScript execution once response is received, unlike Jmeter? Because in
I am trying to load and draw a 2d texture using OpenGL with GLFW
using .load(url) , but is there an Ajax .reload() function that can be used
I load an image into an ImageView using .setImageURI(selectedImageUri) that is retrieved from the

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.