I am surprised that I didn't notice this problem yet: when I use the textureflag 4 for masked textures, the masking rgb color needs to be black, alpha channel information (of eg. a 32 Bit TGA) seems to be ignored by LoadTexture, as well as by TextureFilter and when Loading a Mesh that contains Flag infos (eg. .B3D).
This isn't very useful because I'd like to have eg. a green background while the alpha information (zero or >zero for masked mode) stored in the alpha channel, just like the alpha flag works.
Of course I know there are several ways to repaint the RGB channels of a masked texture. But how do I determine if a texture or brush of a loaded Mesh is using the Mask flag?
I know how to track down the used textures of a mesh, but is there a way to find out it's texture flags?
This isn't very useful because I'd like to have eg. a green background while the alpha information (zero or >zero for masked mode) stored in the alpha channel, just like the alpha flag works.
Of course I know there are several ways to repaint the RGB channels of a masked texture. But how do I determine if a texture or brush of a loaded Mesh is using the Mask flag?
I know how to track down the used textures of a mesh, but is there a way to find out it's texture flags?