Restored from previous forum. Originally posted by Franco.
The Description of DisplaySprite says:
Display the #Sprite at the specified position on the current sprite buffer.
There is no transparent color.
This command is clipped, so it's possible to display the sprite outside of the screen with negative values.
BUT GrabSprite can only grab things that are on the VISUAL SCREEN.
Please make all possible commands clipped/virtual. Thanks.
BTW: Why GrabImage works with an Image placed in memory, and with GrabSprite the Sprite MUST be on the visual screen?
Have a nice day...
Franco
Sometimes you have to go a lonely way to accomplish genius things.
Edited by - Franco on 16 April 2002 20:08:44
GrabSprite and other Sprite commands
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Restored from previous forum. Originally posted by MrVainSCL.

PIII450, 256MB Ram, 6GB HD, RivaTNT, DirectX8.1, SB AWE64, Win98SE + Updates...
greetz
MrVainSCL! aka Thorsten
If you want display transparent Sprite just use "DisplayTransparentSprite()" Instead of DisplaySprite()"... You can set the TransparentSpriteColor with "TransparentSpriteColor()"Franco wrote:
Display the #Sprite at the specified position on the current sprite buffer.
There is no transparent color.
Sure... thats a feature of clipped, hehe... If you want to code a horizontal shoot m up game clipped sprites are important i think...This command is clipped, so it's possible to display the sprite outside of the screen with negative values.
I think GrabSprite() is the right name for grabbing any stuff from the screen... I dont really understand what you mean with virtual... Still missing commands like DecodeBla(#num,?label) for sprites, images and more... But please make it like "CatchSprite" or somehing like the decode command for sound... CatchSound()
BUT GrabSprite can only grab things that are on the VISUAL SCREEN.
Please make all possible commands clipped/virtual. Thanks.

PIII450, 256MB Ram, 6GB HD, RivaTNT, DirectX8.1, SB AWE64, Win98SE + Updates...
greetz
MrVainSCL! aka Thorsten