RGBA Sprites vs 16Bit Screens
Posted: Mon Apr 20, 2009 1:27 pm
i know this is not a real bug, since rgba sprites are meant to be displayed on 32bit screens, but it would be nice, if they would look the same on every subsystem and perhaps there is even a workaround, to make it actually work like on open gl.
the image i used: http://img21.imageshack.us/img21/5107/redrose.png (borrowed from netmaestro, hope he dont mind)
Results:
DX7
DX9
OGL
c ya,
nco2k

Code: Select all
UsePNGImageDecoder()
If InitKeyboard() And InitSprite() And InitSprite3D() And ExamineDesktops() And OpenScreen(DesktopWidth(0), DesktopHeight(0), 16, "Test")
If LoadSprite(0, "C:\redrose.png", #PB_Sprite_Texture | #PB_Sprite_AlphaBlending) And CreateSprite3D(0, 0)
Repeat
ClearScreen(RGB(128, 128, 128))
If Start3D()
DisplaySprite3D(0, 10, 10)
Stop3D()
EndIf
FlipBuffers()
ExamineKeyboard()
Until KeyboardPushed(#PB_Key_Escape)
EndIf
EndIf : End

Results:
DX7



c ya,
nco2k