I am currently loading a texture from raw pixeldata (by creating a surface and setting SDL_CreateTextureFromSurface). The pixeldata has the format RGBX, so it has an unused alpha channel that is always 0x00.
I try to load that into a texture and just set SDL_SetTextureAlphaMod, but it seems to have no effect (I never see the texture displayed). Now according to the Docs:
srcA = srcA * (alpha / 255)
With my values filled in I will get: srcA = 0x00 * (0xFF / 255) = 0x00.
Is there a way to get around that? I dont need alpha at all!