advanced texture no alpha

hi
im trying to sample a .jpg image with texture type advanced, read/write enabled and override for android set as RGB24.

i want to know if there is a way to take the alpha value out of the texture.

meaning i dont want alpha in the texture.

because if i read the pixel one by one its interlaced, one pixel value is
pixel 1 → RGBA(1.000, 1.000, 1.000, 1.000)
the next pixel value is
pixel 2 → RGBA(0.000, 0.000, 0.000, 1.000)

thx.

can any one at least explain to me why unity “creates” the image is like that.

again what happens is
pixel 1 → texture.getpixel (256,128 ); -----> result RGBA(1.000, 1.000, 1.000, 1.000)
pixel 2 → texture.getpixel (256,127 ); -----> result RGBA(0.000, 0.000, 0.000, 1.000)
pixel 3 → texture.getpixel (256,126 ); -----> result RGBA(1.000, 1.000, 1.000, 1.000)
pixel 4 → texture.getpixel (256,125 ); -----> result RGBA(0.000, 0.000, 0.000, 1.000)

and my texture is a .jpg with texture type advanced, read/write enabled and override for android set as RGB24.

thx guys