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Thread: Detect texture bit depth

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  1. #1
    Source code is indeed the best way to gather information: there's a TTGAImage class in TGA.pas which contains the image header's specifications, though I simply ended up renaming all the textures that had an alpha channel as ImageName_.tga and using the file name to decide what texture format to use.
    Sorry if my english sounds weird: it's not my primary language

  2. #2
    So you made a workaround to actual problem. It's ok and often good thing. In this case it's actually even more performance friendly that you don't need to load the header and then decide if it's got alpha or not. It's even a multi-format solution as a bonus, not just TGA. Many of us don't use GLScene either, so knowledge on the matter is limited.

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