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Comments:
<0> Hello :) <1> hi all, does anyone know how to fade out an image with alpha channel in sdl? <1> does anyone know how to draw png with fading out effects with sdl or any lib extending sdl? <1> does anyone know how to use the sdl colorkey? <2> question overload <3> you call the function and it sets an alpha color key for a surface. <1> pwned: is there any case that the color key will be disabled internally? <3> abel: I don't understand the question. What problem are you getting ? <1> well, it's like this
<1> in fact i want to draw a image at a dynamic transparency <2> color key is binary transparency <2> ie. transparent or not <2> you don't get semitransparent pixels <1> one of my attempts is to draw a bmp with WHITE be the color key and drawn with SDL_setAlpha(alpha) <3> you do get semi-opague pixels though <1> yes i know <2> pwned: <1> but the fact is that nothing happens <2> color key means replace color X with complete transparency, right? <3> colorkey does mean that I think. <1> yes i also think so <2> then there isn't semi-anything with that <3> sure, not with that. <2> if you use setalpha, you get the colorkey completely transparent, and the rest at a fixed transparency <2> or at least you SHOULD, if things are working :p <1> ...... <2> I mean you cant get different transparency for each pixel like you would get with a PNG image with alpha channel <1> Uint32 const colorKey = SDL_MapRGB(getSurface()->format, <1> , 255, 255); <1> Uint32 const flags = (getSurface()->flags & SDL_RLEACCEL) | SDL_SRCCOLORKEY; <1> int const ret = SDL_SetColorKey(getSurface(), flags, colorKey); <1> is that right? <2> never used colorkeys myself <2> but seems to be right <1> anyone with color key experience <1> ? <2> erm <3> I give up. <2> the flags p***ed on to SDL_SetColorKey can only have SDL_RLEACCEL and SDL_SRCCOLORKEY <2> what does getSurface()->flags return? <2> oh nevermind <2> duh
<1> :) <2> your binary arithmetic is completely correct there... <2> boolean <2> whatever <1> anyone can give me some suggestion? <2> you're not using alpha anywhere yet, right? <1> or a direct method to draw with a per-surface alpha? <1> no, im using <1> well, yes, im using <3> works fine here http://rafb.net/p/lUeklR20.html <4> I give up. <3> there's even an optical illusion <5> whose up <6> <- <5> hows it hanging <6> Currently, I'm trying to implement bounding spheres for my graph, but are getting surprisingly little done due to IRC =) <3> what graph? <6> A scene graph, which I'm unfortunately forced to implement due to ***ignment contraints. <3> that's a nice course. <3> I don't get why they are called graphs, since scene graphs seem to be just scene trees <6> Well, with instancing you get DAGs. <6> Or if you ****, cyclic ones =) <3> hm when I create a GLuint texture from a surface generated by SDL_LoadBMP, it shows fine. When I create a new surface, blit part of the bmp surface on it, then create a gl texture with the same method from the new surface, I get some interlaced image <3> I tried messing with the rgba masks, but that changed nothing. <3> code and the image: http://rafb.net/p/xzrry136.html http://pwned.homelinux.com/pic/dangerous.bmp and both: http://pwned.homelinux.com/docs/owlgl.tar.gz <1> hi, all. does anyone have pixel operation experience on png file? <1> anyone alive? <7> Hey, I'm reworking a renderer for a game that uses SDL, and it'd be sweet to have bother renderers running simultaneously <7> I get the impression that this isn't possible, since I get my SDL suface by calling SDL_SetVideoMode <7> Sorta implies that SDL can just handle one window at a time <7> Is that correct? <8> yes <8> without doing hacks it can only handle a window at a time <7> Nuts <7> I'll figure out a bunch of cli dumps to make sure things are still running, then <7> Thanks <0> Hello :)
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