GBeebe wrote:So, what you're saying is that thisOverFrame is just a white box when it's not supposed to be? From what little code you've posted there are many possible reasons why that can happen...
If you're loading something other than a BMP, like a PNG file, you may experience that with Sprite2D stuff. Are you drawing on the sprite and maybe accidentally clearing it ClearScreen will affect it if you are doing UseBuffer(thisOverFrame). General things like that.
If you post a little more we can look into it deeper.
Hi!
Yes, that's the problem, it shows a white box where it should appear a picture.
I'm using JPG pictures, and I don't use neither clearscreen and usebuffer.
I'm using like this:
Code: Select all
UseJPEGImageDecoder()
thisFrame.l = 1
thisOverFrame.l = 1
repeat
Delay(45)
DisplaySprite(thisFrame, 160, 120)
DisplaySprite(thisOverFrame, 160+3, 120+103)
FlipBuffers()
thisFrame = thisFrame + 1
thisOverFrame = thisOverFrame + 1
while thisFrame <= lastFrame
The thisFrame and thisOverFrame variables are the sprite identifiers of many pictures loaded with LoadSprite command.
The second sprite should show over the first, but I get a white box.
If I pause the loop, it looks all ok, but if I play it can't show the second sprite. But the first sprite goes ok.
Thank you for your help!