public void TestDrawTransparentTexture() { var pixels = new[] { new Pixel(), new Pixel(), new Pixel(), new Pixel() }; _window = new GameWindow { Width = 200, Height = 200 }; _window.RenderFrame += (caller, args) => { IGL gl = new GLWrapper(); gl.Viewport(0, 0, 200, 200); gl.ReadBuffer(ReadBufferMode.Front); gl.Enable(EnableCap.Texture2D); gl.Enable(EnableCap.Blend); gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); gl.ClearColor(1.0f, 1.0f, 0.0f, 1.0f); int textureId = GL.GenTexture(); gl.BindTexture(TextureTarget.Texture2D, textureId); gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest); gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest); var bitmap = new Bitmap(@"..\..\Images\testtexture.png"); var data = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); gl.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0); bitmap.UnlockBits(data); gl.Clear(ClearBufferMask.ColorBufferBit); gl.Begin(PrimitiveType.Quads); { gl.TexCoord2(0.0f, 0.0f); gl.Vertex2(-1.0f, -1.0f); gl.TexCoord2(1.0f, 0.0f); gl.Vertex2(1.0f, -1.0f); gl.TexCoord2(1.0f, 1.0f); gl.Vertex2(1.0f, 1.0f); gl.TexCoord2(0.0f, 1.0f); gl.Vertex2(-1.0f, 1.0f); } gl.End(); _window.SwapBuffers(); pixels[0].ReadBuffer(99, 99); pixels[1].ReadBuffer(99, 100); pixels[2].ReadBuffer(100, 100); pixels[3].ReadBuffer(100, 99); _window.Close(); }; _window.Run(); Assert.AreEqual(new Pixel(1.0f, 0.0f, 0.0f), pixels[0]); Assert.AreEqual(new Pixel(0.0f, 1.0f, 0.0f), pixels[1]); Assert.AreEqual(new Pixel(0.0f, 0.0f, 1.0f), pixels[2]); Assert.AreEqual(new Pixel(1.0f, 1.0f, 0.0f), pixels[3]); }