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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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