Thanks folks - managed to fix this by just using the argb from readpixel "or $ff000000" which works.
It's a bit of a pain that when using flag 2 to create a texture that it does not read any argb at all for the text I print on it. The argb value is always 0 for some reason.
I had to temporarily write text to an image and readpixel from this to ensure I got an argb > 0 to add alpha too.
Not sure if that made any sense but is there a way of doing this without using that temp image?
It's a bit of a pain that when using flag 2 to create a texture that it does not read any argb at all for the text I print on it. The argb value is always 0 for some reason.
I had to temporarily write text to an image and readpixel from this to ensure I got an argb > 0 to add alpha too.
Not sure if that made any sense but is there a way of doing this without using that temp image?