Masked Textures

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DStastny(Posted 2007) [#1]
Ok I may be dense but am not seeing what is wrong with this code. I am trying to create a simple masked sprite.

This works with B3d. The sprite is displayed masked on first flip and onsecond flip.



Now with BMAX

This same code the sprite is masked on first flip but mask is lost on second and subsquent renders.



This is driving me nus can someone confirm with a simple masked sprite with B3d and BMAX.


My test was in Delphi, but figured most of you have MAX. Behavorior with SDK is very strange.

Thanks

Doug


b32(Posted 2007) [#2]
I think you are right. With the sdk, the mask is lost on the 2nd render, however with Blitz3d, it doesn't


DStastny(Posted 2007) [#3]
Thanks b32, I post it as bug. Hopefully we will see update soon.


Doug


blitzgeek(Posted 2007) [#4]
I just tried it in C/C++ and it also loses its mask info on 2nd render.


skidracer(Posted 2007) [#5]
I can't find the original thread for this where I posted a possibly useless workaround of having at least one non masked surface in the renderpipe. Will try and get to the bottom of it this week.