Skip to main content
GameDev.net gamedev.net
🔒 Locked

DX-Transparency problem

Started by ECKILLER Jan 17, 2000 at 7:43 PM 0 replies 650+ views
Original Post
ECKILLER
ECKILLER
Hi, For those who have responded to my previous post thanks, i''m making progress. Hre''s my new problem. I first blt my logo to the screen, which works fine, then i blit my background to the screen and begin animating. However my sprite''s background is being showed, the color keying isnt working. Here''s my code that you may need to help. Also my function order is correct in the calling of them, these are just the definitions. void Animate_Images() { RECT rect; // background lpDDSBack->BltFast(0,0,dojo,NULL, DDBLTFAST_WAIT/DDBLTFAST_SRCCOLORKEY); rect.left = 0; rect.top = 0; rect.bottom = 200; rect.right = 200; // draw the current sprite cell lpDDSBack->BltFast(0,200,arr_anime[current_image],▭,DDBL TFAST_WAIT/DDBLTFAST_SRCCOLORKEY); lpDDSPrimary->Flip(0,DDFLIP_WAIT); current_image++; if(current_image >= IMAGE_COUNT) current_image = 0; Sleep(200); } void Set_Color_Key() { DDPIXELFORMAT ddpf; ddpf.dwSize = sizeof(ddpf); lpDDSPrimary->GetPixelFormat(&ddpf); // determine proper key for pixel format, green KeyColor = ddpf.dwGBitMask; // set color keys DDCOLORKEY key; key.dwColorSpaceHighValue = KeyColor; key.dwColorSpaceLowValue = KeyColor; for (int i = 0; i < IMAGE_COUNT; i++) arr_anime->SetColorKey(DDCKEY_SRCBLT, &key); dojo->SetColorKey(DDCKEY_SRCBLT, &key); } void Draw_Logo() { // draw my logo lpDDSBack->BltFast(0,0,logo,NULL,DDBLTFAST_WAIT); first_run = false; lpDDSPrimary->Flip(0,DDFLIP_WAIT); Sleep(2000); } ECKILLER
ECKILLER

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.