I have a function in my code archive entries for this. Blitz, upon loading a sprite/texture, unless specifically told to, by a certain texture format, seems to turn any RGB(0,0,0) pixels/texels, into the masking colour for 3d sprites. You need to manually read off what colour you want to mask, and write the alpha information to the texture/sprite. In fact, if your loading a sprite, your best to load texture, create sprite, then apply the texture to the sprite, that way you can alter the texture.
Mask/alpha information in textures is NOT based on colour. Each pixel in a texture can have it's own alpha value, so it's completely indepedant of colour.
MaskImage does not affect 3d textures/sprites
http://www.blitzbasic.com/codearcs/codearcs.php?code=1013
Read the description, as you'll need to clear all alpha information from the texture before you set a mask colour.
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