#39356 - Dib - Thu Apr 07, 2005 11:18 pm
I've hit a snag with designating an alpha value.
From the tutorials:
By the way I'm reading this, it should mean that if I alter the first value in my .pal.c file (0x0000 to 0x7C1F) it should alter the alpha blending so instead of black being transparent it would be the color of my choice. So if I were to recompile, all the black areas that were transparent before should then be solid black, and all the pink portions would be invisible. This isn't happening for me.
Am I missing out on something, or if not this then how do I change the transparency value? The sprites I've arranged require #000000 black values to show up, and I already planned on using #FF00FF for my alpha color.
From the tutorials:
Quote: |
There is one thing you'll need to know before we start that I didn't explain fully earlier - transparency (or alpha blending). The first color in the palette array is the alpha color. What this means is that any part of your image which has that color is transparent. The system palette in Windows has black in the first spot. Therefore, any part of my image which is black will not be drawn to the screen. You can tell this if you look at outline_plain.bmp and compare it to how it looks in the 'game.' |
By the way I'm reading this, it should mean that if I alter the first value in my .pal.c file (0x0000 to 0x7C1F) it should alter the alpha blending so instead of black being transparent it would be the color of my choice. So if I were to recompile, all the black areas that were transparent before should then be solid black, and all the pink portions would be invisible. This isn't happening for me.
Am I missing out on something, or if not this then how do I change the transparency value? The sprites I've arranged require #000000 black values to show up, and I already planned on using #FF00FF for my alpha color.