   Setting up a color key in OpenGL?
  Just curious how would you go about setting up a colour key in OpenGL? You know, for having a "trasnparent" colour in your images. Would I have to say cut them out when I load the .BMP? Or is there a specific function for it? Or am I supposed to improvise here? Just curious, and all help is appreciated. :)--Aternus   
  There is no color keying in OpenGL. You have to use the alpha channel in the texture and set the alpha channel depending on the color value. Before uploading the texture, add an alpha channel to the texture and set alpha to zero for whatever key color you choose, and one otherwise. Then use blendin or alpha testing to treat the alpha channel as the transparent parts.   ;  Great. Now I just have to figure out how to edit in alpha values into me .BMP's, as all I've got is MS Paint. Anyways, it's working (though I had to use someone else's .BMP as a test), and thanks for your help!--Aternus   ;  There is no alpha channel in BMP.Do the colour keying yourself:- Assign one colour as the key, like you are doing now- When loading the BMP into your application, create the alpha data at runtime by using your colour key information manually   ;  If you don't have the money for a more expensive program, go grab gimp, which is free, and quite capable.  On that note, you could quite easily use Open IL (I think the name is DevIL which is an image loading library) to load just about any image type you'd like, and you just create the images in gimp, and then go load them up.hope that helps-Dan   ;  Thanks, taby! Just had to do some quick pixel checking while I swapped BGR for loading textures, and I have a globally defined (and working!) colour key now!Ademan555, thanks for the offer on DevIL, but I try to avoid using extra .DLL's whenever I possible. I know that's kinda dumb, but I find the less files I can make a program have (and still have it run top notch) the better. And my .BMP will hold me for a while now. Though I will take a look into GiMP. So thanks. :)--Aternus   