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This question was closed Jul 11, 2013 at 04:39 PM by brandonsbarber for the following reason:

I was able to solve the problem myself.

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Question by brandonsbarber · Jun 24, 2013 at 06:09 PM · renderingtexture2dreadpixelsopacity

ReadPixels Overlaying Opacity

I have encountered an error while trying to save the contents of the screen to a Texture. My program currently uses ReadPixels and would save the screen contents just fine.

However, I tried to add a semi-transparent overlay to the scene using a GUITexture. The texture applied to this GUITexture has the transparency embedded in its .png, and displays just fine when it is visible. However, when I use ReadPixels and view the texture generated by this, the portion of the image covered by this overlay is semi-transparent as well.

In other words, my output image shows through portions of the background by transferring alpha of the overlay to the entire picture. Any idea what might be causing this or how to fix it?

Self Solution Edit

I was able to solve this problem by simply looping through the entire Texture that I had read and setting the pixels to all have an alpha of 1.0. Strange that it would not transfer that information by default, but it worked.

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