As OGLers here know, one regularly needs to upload textures that
have an alpha channel (with non-multiplied RGB).
Pardon my ignorance, but why? If you just want to apply an RGBA
texture, you can use premultiplied alpha.
Indeed. The WindowServer uses pre-multiplied ARGB data from window
backing stores all the time:
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA) is your friend. ;)
-Ken
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