Texture Masking!

Blitz3D Forums/Blitz3D Programming/Texture Masking!

Neochrome(Posted 2005) [#1]
Im trying to get arrows to show in full with a masked image
now it works ok with
loadtexture("....",2) the arrows show up like i need them but in low res

when i create a texture with a mask the arrows dont show up at all! In fact the entire sprite doesn't show up.
what am i doing wrong?

mainArrowsTexture = CreateTexture(256,4096,2)
	;mainArrowsTexture = LoadTexture("graphics/allow.png",4+VIDMEM)

	texwidth=TextureWidth(mainArrowsTexture)
	texheight=TextureHeight(mainArrowsTexture)

	SetBuffer(TextureBuffer(mainArrowsTexture))
		DrawImage tmp,0,0
	SetBuffer(BackBuffer())



Stevie G(Posted 2005) [#2]
By using drawimage in the texturebuffer you're effectively zeroising the alpha bit of the pixel which then makes the texture invisible.

I think Ross C has some code in the archives re masking / alpha textures etc which will be of use here.


Neochrome(Posted 2005) [#3]
its still not working!!

this is frustrating!!!!!!!


Neochrome(Posted 2005) [#4]
OK i figured it.

mainArrowsTexture = CreateTexture(256,4096,1+512+256+4)
;mainArrowsTexture = LoadTexture("graphics/allow.png",4+VIDMEM)

texwidth=TextureWidth(mainArrowsTexture)
texheight=TextureHeight(mainArrowsTexture)

SetBuffer(TextureBuffer(mainArrowsTexture))
DrawImage tmp,0,0
SetBuffer(BackBuffer())


i had to use 512 (full colour texture) 256 Store in VID MEM and 4 (mask) 1 (full colours)

for anyone who is having the same problem!

GForce MX 440 (and home GFX5600)