To get it working with simple images would be at least quite good
And to have a possibility of getting the whole image to a memory buffer too (and that very easy to implement...)
I'm waiting for this since I registered Purebasic, which is quite a few time now...
Wow, that's really surprising to hear that DX7 doesn't support that! Is this something that is supported in, say, DX9? (Or, if not that, then maybe OpenGL )
Russell
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Please, Fred, could you give me infos about the alpha of png files not loaded when using LoadImage ? the Point function only returns the rgb value, no rgba Same when using GetDIBits()
This is a feature I really need
nco2k wrote:because 2d sprites are more flexible imo. they dont get blured / filtered
You can set the spritequality() to 0, and no filtering will occur.
actually it will always get filtered in some way.
with Sprite3DQuality(0) it wont get filtered as much as with Sprite3DQuality(1) of course, but it will still get filtered. it seems to be a direct3d issue (or maybe driver settings). i have played a lot with this in pb a time ago and also saw this "feature" often in the c/c++ written oldschool emus, where i can choose between directdraw and direct3d. the result was, direct3d always "smoothed" the sprites, even when i turned off the smoothing.
I've tested DrawAlphaImage, you're right, it does work.
But if I try to do it manually (i retrieve the pixels with point, and draw them with plot), it does NOT work, even though Point should gives the alpha value along with the rgb, no ?
Gonna see with getdibits.