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Problems with transparencies (magenta) in images Displaying 1-5 of 5 total.
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the_shoeless_shoe
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Hey there.
I read somewhere that i had to use the magenta color RGB(255, 0 ,255) as the transparent one. But when I load my image and Tblit() it it's still very much magenta-ish on screen. The same applies when I use setPixel() white the said magenta. Is there something I forgot to set?
Thanks! (btw, running V3)
Posted on 2005-12-25 12:50:43
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zonker6666
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Are any of the magenta areas transparent? I mean remember that antialiasing as well as many filters can shift the color values.
Use the eyedrop tool in ps and pick a few magenta pixels and look at their value --- if its not ff 00 ff then u know theyve shifted
Posted on 2005-12-25 13:00:14
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the_shoeless_shoe
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No, nothing transparent in them. But you're right for the rest. I mean, the images really contains the magenta wanted, but then in-game, I made a printscreen and it seems that the magenta now is (164, 0, 160) instead. It seems they have indeed shifted. But then, i'm not using any filters. I just load my image, Tblit it, and that's pretty much it.
I really don't know what could be using a filter.
The images I'm using was from my old v2 game I just ported to V3 the other day. Maybe the palette of the images is wrong? If that can be the case, how can i be sure it isnt?
Thanks again!
Posted on 2005-12-25 13:22:17
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the_shoeless_shoe
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Well I just tried with another image I got from a demo here on verge which is a bitmap instead of a gif, and it worked just fine. So it seems it is my image that are not working too well. Is there a difference in using .BMPs or .GIFs?
Posted on 2005-12-25 13:31:18
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the_shoeless_shoe
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Well, just so that no one loses time over this again,
I loaded the image in GIMP, then set it in RGB mode, then reset the good color, and then it worked perfectly in verge! So basically, yeah, my gifs were of the wrong palette.
Thanks Zonker for your help!
Posted on 2005-12-25 14:19:48
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Displaying 1-5 of 5 total.
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