I'm writing a game and am exploring my graphical options using gb.image. While it's not hardware accelerated, it's easier to get into than OpenGL and the SDL component seems to be missing key features such as image rotation. The various filter/effect methods also offer a huge range of possibilities, CPU speed permitting.
The GAMBAS documentation states that images in gb.image are treated as read/write arrays, which I'm assuming means that they're allocated in memory similarly and that their elements are accessed similarly. .Load, .Copy and .Draw operate on the alpha channel and RGB channel together, but I don't see any way to read or write to an image's alpha channel exclusively. Is this possible, and if so, how? If the only available method is something like getting the pointer to where the image is stored in memory and accessing it one pixel at a time, it might be a good idea to expand the existing gb.image methods to include performing operations specifically on the alpha channel. This could also be accomplished by allowing all the existing methods to work directly on the alpha channel, such as .Copy and .Draw. As always, any ideas or reflections are appreciated. ----- Kevin Fishburne, Eight Virtues www: http://sales.eightvirtues.com http://sales.eightvirtues.com e-mail: mailto:[email protected] [email protected] phone: (770) 853-6271 -- View this message in context: http://old.nabble.com/gb.image%3A-image-alpha-channel-accessibility-tp29413575p29413575.html Sent from the gambas-user mailing list archive at Nabble.com. ------------------------------------------------------------------------------ This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev _______________________________________________ Gambas-user mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gambas-user
