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I think I know the specific example you are referring to. It is a Blizzard bug as they incorrectly formatted a texture containing alpha as a texture without alpha. It still worked in game due to a Warcraft III engine bug causing model textures to always be treated as having alpha even if the source texture declared that it did not have alpha. This could be seen by using the texture as an ability button icon where it would appear correctly opaque due to being declared as not having any alpha but still be transparent when viewed on the menu model.
The way the IIO API works is not very friendly towards supporting odd behaviours like this. If I ever write a more direct image data decode path I will build in a path allowing the application to access this potentially incorrectly masked data.
some model blp have alpha,but use this is no alpha!
so how i get the alpha?
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