SetColor, dun wanna it over my Image!!!

BlitzMax Forums/BlitzMax Programming/SetColor, dun wanna it over my Image!!!

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I know that OpenGL can store textures in a variety of formats including RGBA or even with individual channels like just a `Red` channel texture. You could load in (somehow) a 256-color image (grayscale) and upload it as a Red image, then when you render using that data you can use a particular blend more or whatever to turn the red into RGBA representation of the grays, plus whatever color you want to tint with. It would just save video ram used to store the texture and might be a little faster since less data has to be read in order to draw it. You would have to set this all up with direct OpenGL calls yourself, BM wouldn't do it for you.