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Jay wheeler masterworks software
Jay wheeler masterworks software







jay wheeler masterworks software

If you would like to swap ideas, e-mail me. I don''t know how to do this, but I''ll eventually need to figure it out. However, if you still want to add a texture to the alpha surface, it should be possible with multiple textures. You can create all kinds of neat effects with this, and it may be all you need. It creates an alpha blended texture with the material''s color and light settings. This is what Microsoft did in the Fireworks example. To use an alpha bitmap, you enable alpha-blending like normal, set your bitamp as your D3DDevice''s texture, and apply a material. Oddly enough, I''m trying to do the same thing you are right now, so this post was a boon to me. I''m also a VB user, and I can tell you that it IS possible to do what you''re asking, but I don''t know how. Sounds like you need to check out the Fireworks sample program in the DX7 SDK. Is this possible? How can I load into only the alpha channel of a 32-bit surface? PLEASE HELP!! Anything at all is appreciated! How can this be done? Please, no DDS! I want to use separate BMP/JPG files for the sprites and their alpha masks, because I need to assign different sprites new masks at run-time. Specifically, I want to blit a grayscale surface (?) onto the alpha channel of ANOTHER surface. The problem I''m having is getting new information into the alpha channel. There are several examples of how to do this. This appears to be fairly simple, just by using a DirectDraw surface with an alpha channel as a rectangular texture. I''m looking to do another 2D puzzle game but using D3D for alpha blended sprites. (our first game, Flux, has gone commercial and is available at VB specific responses are not required, as I''m sure the implentation I''m looking for is similar to the C++ version. I''m a fairly experienced VB programmer, who has until know relied on the VBDX type libraries for DirectX programming.









Jay wheeler masterworks software