OK, here's one more.
I have been struggling to figure out how exactly to implement transparency 
using masks. The code on the net uses the WinCopyRectangle method, but this 
assumes that the bitmap and the mask are each stored in their own offscreen 
windows. I am trying (without luck) to do this using the bitmap (and mask) 
pointers directly.
Here is what I'm trying to do. I have a single offscreen window representing 
my game frame. I initially just erase this 160x160 offscreen window to start 
drawing. Then I would like to draw each of my sprites, one at a time. Each 
sprite is a grayscale bitmap, and the "transparent" region of the bitmap is 
colored white. (I can make it black instead if this helps). My mask for each 
image is such that the sprite is white and the "transparent" region is 
black. After I draw each of my sprites to the offscreen window, I then use 
WinCopyRectangle to blast the offscreen window to my screen.
I have been trying to handle transparency by using WinPaintBitmap on the 
mask using winMask, the WinPaintBitmap on the bitmap using winOverlay. This 
isn't working. Any ideas why?
Thanks
Marc
palmguymri





_________________________________________________________________
Chat with friends online, try MSN Messenger: http://messenger.msn.com


-- 
For information on using the Palm Developer Forums, or to unsubscribe, please see 
http://www.palmos.com/dev/support/forums/

Reply via email to