Well, found my issue with the coloring.... Guess it helps if you setup the proper color before you render your image. I had the color setup wrong, now using the background color provided or white (as a default) everything works great.
Code should be:
Code:
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glLoadIdentity();
glTranslatef(0.1,0.0,-6.0);//1.5
if(png.BackgroundColor.C > 0)then
glColor4f(png.BackgroundColor.R/255, png.BackgroundColor.G/255, png.BackgroundColor.B/255, png.BackgroundColor.A/255)
else
glColor4f(1.0, 1.0, 1.0, 1.0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, FGLImage);
glRotatef(-rotation, 0.0, 1.0, 0.0);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 1.0);
glVertex3f(-1.0, 1.0, 0.0);
glTexCoord2f(1.0, 1.0);
glVertex3f( 1.0, 1.0, 0.0);
glTexCoord2f(1.0, 0.0);
glVertex3f( 1.0,-1.0, 0.0);
glTexCoord2f(0.0, 0.0);
glVertex3f(-1.0,-1.0, 0.0);
glEnd();
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
- Jeremy
Bookmarks