>(rather dyslexic explaination but what the heck US english is my
>3rd language)
Dyslexic--you mean like the guy who tried to commit suicide by jumping
behind a bus? ;-)
>First things, it is always better to do your image manipulations outside
>of he member vs inside the member.. less resource intensive.
Yes, that's the way I usually do it. This one is weird, though, so I tried
drawing directly into the member's image.
>not 100% sure why you want to set the image of the member to a white block
>(did I get the color right :-) before you swap out the images, wouldn't it
>be better to simply swap the single dot image in,
Yep, it's white. Setting the white block was a line I added to try to fix
the bug, but it didn't work.
The problem persists--whenever I set the member's image, the sprite's rect
floods with that color.
The saved image that I'm putting in is a 1-pixel, 1-bit image. The
single-bit cast member may be the issue. I haven't tried this before--it's
inherited code--but the original programmer did it that way so he could
treat it like a shape.
Could the problem be mixing types? I'm creating a 16-bit image in a memory
buffer, then setting the sprite.member.image to that new image (duplicate()
doesn't make any difference). After that, I don't seem to be able to set
the sprite's rect to 1 x 1. Is it because I'm putting a 16-bit image into a
1-bit cast member?
I tried all the suggestions Mark made--using duplicate(), setting
trimWhiteSpace = TRUE, setting the stageColor. All give me the same
result--the sprite's rect floods with the hilite color.
Other ideas?
Cordially,
Kerry Thompson
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