I am facing a strange blit behavior when drawing textures on the screen:
When drawing an image that contains (nearly) black pixels, they get drawn transparent. This is what someone might expect when reading the docs about
FrameBuffer.blit(Texture src,
int srcX,
int srcY,
int destX,
int destY,
int width,
int height,
boolean transparent)
using TRANSPARENT_BLITTING.
Unfortunately, the drawing does not work correctly, and even if it would work with OPAQUE_BLITTING (which had the same behavior) I cannot use it as these images interfere with other transparent textures that are attached to 3d models (when a plane with a glow texture intersects my drawing image, no pixels of the 3d scene are drawn and the camera image in the background is fully visible on these intersecting pixels).
I thought that using the method
FrameBuffer.blit(Texture src,
int srcX,
int srcY,
int destX,
int destY,
int sourceWidth,
int sourceHeight,
int destWidth,
int destHeight,
int transValue,
boolean additive,
RGBColor addColor)
might help but I failed in getting another outcome than the one shown in the image.
Is there any possibility in preventing this filtering of (nearly) black pixels?
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