I finally got around to applying textures to my game, and I noticed that the areas that are transparent on the .png of the texture are not transparent on the actual model.It is illustrated in the image below.
I want the areas of the model that are supposed to be transparent to be transparent. The white areas are the areas that should be transparent. the white areas are transparent on the actual .png. Is there any way to do this using glfw? Is there some sort of transparency function GLFW has? I thought changing
RGBA on the texture generator would fix it but it did not.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
The data for the actual model is below (its formatted in json but still shows the vertices). The first 3 entries on each row are the coordinates, then 3 entries for the color, then the texture mapping.
Do I have to map the coordinates of the texture to a circular object rather than a square one like it is formatted now. I am hoping I don’t, because that would make my life so much simpler.