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Posted: Sun Feb 12, 2006 12:49 pm
by djes
Why don't you use DrawingBuffer?

Posted: Sun Feb 12, 2006 1:00 pm
by Polo
djes wrote:Why don't you use DrawingBuffer?
doesn't work with images...

Posted: Mon Feb 13, 2006 7:13 pm
by Polo
Any news ?

Posted: Fri Mar 10, 2006 5:50 pm
by nco2k
fred any chance to get png alpha support working on 2d sprites??

c ya,
nco2k

Posted: Fri Mar 10, 2006 5:54 pm
by Polo
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...

Posted: Fri Mar 10, 2006 5:55 pm
by Fred
nco2k wrote:fred any chance to get png alpha support working on 2d sprites??

c ya,
nco2k
Unfortunately, it's not supported by DirectX 7 (and all above DX work with textures and 3D). From the DirectSurface::Blt() doc:
Obsolete and unsupported flags
All DDBLT_ALPHA flag values.
Not currently implemented.

Posted: Sun Mar 12, 2006 3:07 am
by Amiga5k
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

Posted: Sun Mar 12, 2006 11:14 am
by Steve Elliott
Why can't you use Sprite3d?

Posted: Sun Mar 12, 2006 7:15 pm
by nco2k
because 2d sprites are more flexible imo. they dont get blured / filtered and can have any size you like.

c ya,
nco2k

Posted: Sun Mar 12, 2006 8:31 pm
by Polo
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 :(

Posted: Sun Mar 12, 2006 8:47 pm
by Fred
If you use DrawAlphaImage() and it works, then the infos are here, i don't know why getdibbits doesn't work (you tell it to use 32 bits ?).

Posted: Sun Mar 12, 2006 8:48 pm
by Fred
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.

Posted: Sun Mar 12, 2006 8:52 pm
by Polo
Fred wrote:If you use DrawAlphaImage() and it works, then the infos are here, i don't know why getdibbits doesn't work (you tell it to use 32 bits ?).
I'm going to see it closer, I'll tell you here if it works. 8)

Posted: Sun Mar 12, 2006 8:58 pm
by nco2k
Fred wrote:
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.

c ya,
nco2k

Posted: Sun Mar 12, 2006 8:59 pm
by Polo
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.