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Mail Archives: djgpp/1998/05/20/03:04:42

From: Shawn Hargreaves <Shawn AT talula DOT demon DOT co DOT uk>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: Allegro - Lit sprites
Date: Tue, 19 May 1998 20:54:20 +0100
Organization: None
Message-ID: <Mzh0GEAsNeY1Ewvt@talula.demon.co.uk>
References: <MPG DOT fc806799d66481998969b AT news DOT virgin DOT net>
<355E2581 DOT 451C12CA AT frozenwave DOT com>
<MPG DOT fc84ef840c8c3a998969d AT news DOT virgin DOT net>
<355FB2B7 DOT 9FE64798 AT frozenwave DOT com>
<MPG DOT fcb4230e72950be98969e AT news DOT virgin DOT net>
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To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

Andrew R. Gillett writes:
>> Then, are your fonts in the correct format for 16-bit color mode?  If
>> you set the background to black instead of the 16-bit reserved
>> background color, the background would be lit!
>
>I just used the TTF2PCX converter to create the fonts.

But how do you get these images into your game? If you imported them as
a font in the grabber, they will be loaded as 256 color data. If you are
loading them yourself, they may or may not have been converted into a 16
bit format depending on how you have set the color conversion mode, but
there is no way that the mask color will be correct because TTF2PCX
output an 8 bit image.

You need to make sure that the graphics are being read in a 16 bit
format, and change the background color to the bright pink (max red and
blue, zero green) transparent marker value.


--
Shawn Hargreaves - shawn AT talula DOT demon DOT co DOT uk - http://www.talula.demon.co.uk/
"Miracles are nothing if you've got the wrong intentions" - Mike Keneally

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