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
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