Hi Diana,
At the time I started coding I was unsure if opengl would be hardware
enabled on all upcoming devices. And starting plain 2d on a new device
seemed more easy to start with. As for my animations, I create those with an
animation package where most of the times I only need to have 1 color
Perfectly what I needed, thanks a million!!
On Mar 21, 6:23 am, Tazzer arjenvanha...@gmail.com wrote:
For who it concerns..
As is seems it is not possible within the android api to do color
keying directly, so I created a function to set all pixels manual. It
is based on the color located
hey setTransparancy() didnt seem to do anything for me, first pixel is
black so I expected black to go transparent but it hasnt - only
testing on emulator right now - any ideas?
On Apr 20, 2:27 pm, Gazy gareth.mur...@gmail.com wrote:
Perfectly what I needed, thanks a million!!
On Mar 21, 6:23
If you are doing a high performance game, just use OpenGL. That will give
you hardware accelerated blitting of your sprites.
If you don't care about performance... well what is wrong with having a
bitmap with an alpha channel? All of the graphics system is optimized to
draw such bitmaps, and
I tried this out and unfortunately it is not a good solution.
AvoidXfermode is implemented very inefficiently such that each pixel
is converted to 32 bits, run through an alpha calculation, and then
converted back to 16 bits. Based on the documentation of the tolerance
parameter I was hoping for
A very interesting idea :) although I have my doubts that drawing with
AvoidXfermode is not slower then drawing with alpha. Especially when
drawing the complete background in this mode. If I have the time I
certainly would like to try it. I now have the alpha issue working
using the solution
I have been frustrated by the lack of support for sprites, but I came
up with an idea that is backwards (literally) but might work. I
haven't tested it to make sure it works as expected or to evaluate its
speed. If you try it yourself I would be interested in the results.
Use the same key color
For who it concerns..
As is seems it is not possible within the android api to do color
keying directly, so I created a function to set all pixels manual. It
is based on the color located on pixel 0,0. If you want to use a given
color just replace it by its color value.
public Bitmap
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