DrawPixMap w/Alpha
BlitzMax Forums/BlitzMax Beginners Area/DrawPixMap w/Alpha| 
 | ||
| I'm having the hardest time with pixmaps hear.... I just want to DrawPixmap and have the alpha values blend in with what's behind it. Is that possible? | 
| 
 | ||
| If your pixmap is an RGBA, and you have ALPHA_BLEND blending enabled, it should work as desired, except that you don't want to use DrawPixmap. Load it into a TImage first and draw that instead. (yes, really!) | 
| 
 | ||
| pixmaps don't work that way. you have to convert it to an image first for it to be displayed as you want them to. | 
| 
 | ||
| You guys are brilliant! I just can't seem to turn it into a texture now... LoadTexture(Image) LoadTexture(Image.ToString()) | 
| 
 | ||
| a TImage is a texture really (with a TPixmap as the raw backing data) - DrawImage img, x, y | 
| 
 | ||
| mhmm I still can't seem to apply an TImage as a TTexture to a mesh.... 
Local Mesh:TMesh = LoadMesh("tankturret.b3d")
Local Texture:TTexture = LoadTexture("tanktext.png")
	BeginMax2d()
	SetClsColor(255,0,0)
	Cls
	SetBlend ALPHABLEND
	Local aImage:TImage = LoadImage(Texture.Pixmap)
	DrawImage(aImage,0,0)
        Flip
	GrabImage(aImage,0,0)
	
	Texture.Pixmap = LockImage(aImage)
	UnlockImage(aImage)
	
	EndMax2d()
EntityTexture(Mesh,Texture)
:/ | 
| 
 | ||
| Ah... a texture texture... you have ventured into the realms of minib3d, of which I am unfortunately unfamiliar... |