Erico Franco wrote:
Henk Jonas wrote:
Use a mask, it's easier, it's faster and will work.
I was using these masks in previous version of my game, but recently
gave up of them.
I work with a lot of small, medium and large images (its an action game)
The small images are now about 450 small that needs mask too. So in my
case make these 450 images to turn into 900 images is not easy nether fast.
Also I need to think in the upgrade, thinking in change one image being
the same of changing 2 images is not good.
Some of these images a better mask is the black, some of these images
the good mask is the blue and other ones is the white - so a fixed image
mask value would not work too.
I am thinking in use my own *custom* resource for the .jpeg thing, where
I could point the .jpeg image and store the r,g,b values there, any
thoughts?
The question isn't what's your custom resource format. Every resource
where you put your jpeg is custom at the end. At least my docs doesn't
mention jpeg-resources at all.
The question, is how is the color connected to your mask? The mask is
just a 0/1 bitmap, which indicates, which pixel of the source shall be
copied to the dest and which not.
If you fear the work to create 450 mask pictures, I can undertsand it,
but you can have a small desktop app, which does the job for you. The
overhead is very small in the resulting .prc.
Another aproach could be to store the transparent color range and create
the mask on the fly from your jpeg.
Or go ahead with your TransparentValue and come back to us in half a
year, when you got it working.
Henk
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Henk Jonas [EMAIL PROTECTED]
Palm OS ® certified developer
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