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Color keying Jay Wheeler (3 replies, 0 views) (2000-Jul-5)
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This has been plagueing (sp?) me for a few hours now, so I'll see if anybody has a quick answer. I'm working on a fairly powerful 2D sprite engine. Most, I use alpha-channel DDS files to render the sprites, but occasionally I might want to use regular BMP files with standard magenta color-keying. Of course, I create these surfaces as texture surfaces so I can reap the rotation and opacity benefits. It seems Direct3D insists on doing the rotation, scaling, blurring, etc. BEFORE it removes the magenta pixels, so I'm left with a nasty border (of blurred mostly-purple pixels) around the transparent area. How can I set the color keying so I don't have a purple border around my sprites? (Aside from increasing the color-key tolerance, that is.)


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RE: Color keying Adam Hoult (2 replies) (2000-Jul-5)
RE: Color keying Jay Wheeler (1 reply) (2000-Jul-5)
RE: Color keying Adam Hoult (0 replies) (2000-Jul-5)

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