Code archives/3D Graphics - Misc/LoadAlphaChannel
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Huge Textures in 32 Bit TGA or PNG with Alpha Channel usually have big filesizes. To shrink the Release Size it is sometimes better to use a JPG for the RGB Channels and a 8-Bit PNG for the Alpha Channel. | |||||
; example , texture flags have to be used individually, but ; of course the Flag 2 (alpha) must be set. ; Both textures need to have the same size. ; loading the RGB channels from a lossy compressed JPG: hudtex=LoadTexture("data\hud.jpg",256 Or 16 Or 32 Or 2) ; Assigning the Alpha Channel form a 8- Bit PNG: LoadAlphaChannel(hudtex,"data\hud_mask.png") Function LoadAlphaChannel(id,file$) tex4=LoadTexture(file$,2) If tex4<>0 If TextureWidth(id)=TextureWidth(tex4) If TextureHeight(id)=TextureHeight(tex4) SetBuffer TextureBuffer(id) LockBuffer(TextureBuffer(tex4)) LockBuffer(TextureBuffer(id)) For j=0 To TextureHeight(tex4)-1 For i=0 To TextureWidth(tex4)-1 argb=ReadPixelFast(i,j,TextureBuffer(tex4)) And $ffffff r=(argb Shr 16)And $FF g=(argb Shr 8)And $FF b=argb And $FF grey= ((r+g+b)/3) If grey > 255 Then grey=255 rgb=(ReadPixelFast(i,j,TextureBuffer(id))) And $FFFFFF WritePixelFast i,j,rgb Or (grey Shl 24),TextureBuffer(id) Next Next UnlockBuffer(TextureBuffer(tex4)) UnlockBuffer(TextureBuffer(id)) SetBuffer BackBuffer() EndIf EndIf FreeTexture tex4 EndIf End Function |
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