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RE: Color keying Jay Wheeler (1 reply, 0 views) (2000-Jul-5)
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Thanx for the quick response! (As well as looking into that server lag issue. It seems absolutely horrible in the mid-afternoon, and no problems at all later at night!) Yikes, they don't even support color keying -- I had no idea! Well, using DDS is obviously a superior option since it supports compression as well as a full alpha channel. I just thought it would be cool to be able to color key as well, because you can't manipulate the alpha channel of a texture surface. (Not easily, anyways. Maybe some copymemory routine to copy the alpha channel from one surface to another... I think I'll wait for Patrice to write it, though. ;-) ) What I had in mind was blitting black and magenta masks (with black as the transparent color) ONTO a sprite (so that only the magenta is copied), and then blitting the sprite to the backbuffer with MAGENTA as the transparent color. This way, if you had 8 sprites and 8 masks, you would only need 16 images instead of 64, since you would be masking the objects on-the-fly. Oh well =)


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RE: Color keying Adam Hoult (0 replies) (2000-Jul-5)

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