[Solved] PNG Alpha Transparency on SDL Android
BlitzMax Forums/Brucey's Modules/[Solved] PNG Alpha Transparency on SDL Android
| ||
This has been tested on desktop to be working but when building on android there's no transparency and it's black background instead. Can someone confirm on this? thanks |
| ||
MASKEDIMAGE works btw but it does not look good. |
| ||
Works here as intended. - I opened up "Dig/samples/interpolation" - copied "start_logo.png" from "Dig/samples/_res" into this directory - opened up "interpolation.bmx" and appened after the latest import: Import brl.ramstream Import Brl.PNGLoader Incbin "start_logo.png" After "setBlend" I added: Local img:TImage = LoadImage("incbin::start_logo.png",0) Then I added right before the first "If KeyHit": For Local i:Int = 0 To 15 SetColor i*20, i*20 + 55,i*20 DrawRect(GraphicsWidth() - i*(img.width/15), GraphicsHeight() - img.height,(img.width/15), img.height) Next SetColor 255,255,255 DrawImage(img, GraphicsWidth() - img.width, GraphicsHeight() - img.height) Result was like intended: slight shadow of the text was displayed, so no simple "1 color transparency" but a real alpha channel usage. bye Ron |
| ||
BTW: instead of incbin, you could also copy the image to "assets" within the newly created "android-project-interpolation". You then could load the image via: Local img2:TImage = LoadImage("sdl::start_logo.png",0) You might need to "import Sdl.sdl" first. bye Ron |
| ||
Thanks Derron! :D I will try this asap.. |
| ||
Ok so I finally got it after doing some tests. If I'm not mistaken that for alpha png images you need to SetColor to white (255,255,255) before you load the image. I don't know or I have yet to find a manual or online docs showing this method but I'm glad to have solved this issue so thanks again! :D |