Blackcolor is not drawn
BlitzMax Forums/BlitzMax Beginners Area/Blackcolor is not drawn
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Hi all again, While trying to create a FadeIN/OUT effect I observed in my game the black color RGB(0,0,0) is ignored. I set the CLS color to red and then I observed all the red "holes" from my scene. Why is this happening? I assume is something about the blend setting. I am using ALPHABLEND because I need transparency. |
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How do you draw your fade? A big black rect over the whole screen? In that case you've probably still got the alpha set too low.alpha=0 while alpha < 1.0 cls drawscene() setalpha alpha setcolor 0,0,0 drawrect 0,0,width,height flip alpha :+ (1 / 60) wend |
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If I am trying to draw a black rect (like in your example) is working great, but I still do not understand what is really happening. Here are some more details: I start my game with the following settings: SetGraphicsDriver D3D9Max2DDriver() Graphics 1280, 768, 0 SetClsColor(255, 0, 0) SetBlend ALPHABLEND -as you can see I set the clear screen to RED for now. then in my RenderAll methods I call: SetAlpha(1) DrawImage objectBackgroundImage, 0, 0 Well, now I have a lot of red dots/portions all over the screen. Any portion of my image which is black (0,0,0) is not drawn. If I use SetBlend SOLIDBLEND is drawing ok, but this is not an option. Also if I change the MaskColor to something else the black is draw now. Am I making something wrong? I do not want to use 'mask colors' |
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Check your LoadImage flags are not setting the mask colour. The loadimage flags should probably just be.. LoadImage( yourfile, FILTEREDIMAGE ) |
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yap. that was the problem. forgot about flags. I use 0 and is ok now. thank you a lot matibee :D |
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Am i right thinking you have a solid black 1024x768 image? That's the impression I get from the code above. That's horribly wasteful. Instead, use a black 8x8 image, then DrawImageRect(img, 0, 0, 1024, 768). This will stretch the 8x8 image to the size of the screen, same effect, a fraction of the resources. You could also just use DrawRect() instead of DrawImageRect(). |
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Thanks GfK, As matibee said earlier I already use now: DrawRect I just wanted to resolve the other problem :D |