I'm banging my head against the wall because the transparency system has become so complicated.
Could you please correct this code so that transparency is applied to the black color (RGB(0,0,0))?
This was the usual color when we coded in PB6.12 or earlier.
Many thanks
Code: Select all
InitSprite()
OpenScreen(1920,1080,32,"Sprite")
;Création du sprite
CreateSprite(1,1920,1080)
StartDrawing(SpriteOutput(1))
r=Random(55)
v=Random(55)
b=Random(55)
r2=Random(1)*2-1
v2=Random(1)*4-2
b2=Random(1)*6-3
For i=0 To 1079
LineXY(0,i,1920,i,RGB(r,v,b))
r+r2
If r>100 Or r<0
r2*-1
r+r2
EndIf
v+v2
If v>100 Or v<0
v2*-1
v+v2
EndIf
b+b2
If b>100 Or b<0
b2*-1
b+b2
EndIf
Next
StopDrawing()
CreateSprite(0,201,201,#PB_Sprite_AlphaBlending)
StartDrawing(SpriteOutput(0))
DrawingMode(#PB_2DDrawing_Gradient)
BackColor(RGB(255,255,255))
FrontColor(RGB(255,255,0))
CircularGradient(100, 100, 100)
Circle(100, 100, 100)
CircularGradient(350, 100, 75)
Circle(300, 100, 100)
StopDrawing()
;Affichage du sprite
DisplaySprite(1,0,0)
DisplayTransparentSprite(0, 210, 160)
FlipBuffers()
Delay(3000)

