I was looking through this article about a glowing effect here:
It suggests using the alpha channel of an image to store the "brightness" of any glowing parts of a given texture - however, I assume that this precludes the use of the alpha channel for translucency, which is unfortunate. I suppose it's possible to store the 'glow' map as a separate texture, but AFAIK this would double the memory requirement. Is there some way (for example, something like dual alpha channels) that I could use both translucency and glow, with the same texture?
Please post thoughts, comments.