DrawPixMap w/Alpha
BlitzMax Forums/BlitzMax Beginners Area/DrawPixMap w/Alpha
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| I'm having the hardest time with pixmaps hear.... I just want to DrawPixmap and have the alpha values blend in with what's behind it. Is that possible? |
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| If your pixmap is an RGBA, and you have ALPHA_BLEND blending enabled, it should work as desired, except that you don't want to use DrawPixmap. Load it into a TImage first and draw that instead. (yes, really!) |
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| pixmaps don't work that way. you have to convert it to an image first for it to be displayed as you want them to. |
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You guys are brilliant! I just can't seem to turn it into a texture now...LoadTexture(Image) LoadTexture(Image.ToString()) |
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| a TImage is a texture really (with a TPixmap as the raw backing data) - DrawImage img, x, y |
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mhmm I still can't seem to apply an TImage as a TTexture to a mesh....
Local Mesh:TMesh = LoadMesh("tankturret.b3d")
Local Texture:TTexture = LoadTexture("tanktext.png")
BeginMax2d()
SetClsColor(255,0,0)
Cls
SetBlend ALPHABLEND
Local aImage:TImage = LoadImage(Texture.Pixmap)
DrawImage(aImage,0,0)
Flip
GrabImage(aImage,0,0)
Texture.Pixmap = LockImage(aImage)
UnlockImage(aImage)
EndMax2d()
EntityTexture(Mesh,Texture)
:/ |
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| Ah... a texture texture... you have ventured into the realms of minib3d, of which I am unfortunately unfamiliar... |