I'm creating texture with alpha flag set. I have drawn text directly to the texture which I assume will have a default of 0. I can iterate through the texture pixels and pick up all non-black pixels but I then need to apply full alpha to them so that they can be seen. I know there should be $FF for the left most bit in this case but how do I add it.
Say I use argb=readpixel(x,y,texture) how do I add the $FF to the result, bearing in mind I'm only using 16bit colors?
Say I use argb=readpixel(x,y,texture) how do I add the $FF to the result, bearing in mind I'm only using 16bit colors?