I have seen this topic being discussed here many times but I am unable to find a cure to my illness.
I have an 8bit alpha image dynamically created in memory every frame.
I am trying to use it to 'punch holes' in an rtt texture on a material programmatically. I was successful in doing so with a static 32 bit alpha image (white rgb) but since I try to reduce dma to gpu I need to do this using an 8bit image when I use a dynamic image.
Saving the dynamic PF_A8 image to disk I noticed that it was converted to 32bit. This in turn got me thinking that the alpha blend texture should also be 32bit even though it should all be 8bit.
the manager reserves the right to create a different format if the one you select is not available in this context.
so you have to check the returned texture to get the actual format, which depends on the RenderSystem. The GL* Systems should support 8bit alpha textures.
I think I read this in one of the posts in this forum but did not think it would apply to me. I'm using OpenGL 3+ and a Quadro k4000. Saving the Ogre::Image to disk is what alerted me to the issue and that happens before blitting to the texture.