I am trying to get a 24 x 32 png to blit correctly to the screen while blending in (alpha blending - transparency) over my 480 x 272 background. It is 24 x 32 because it's a game character.
I am using the graphics.c library with this basic code:
initGraphics();
image = loadPngImage("ms0:/PSP/GAME/filename.png");
blitImageToScreen(0, 0, 480, 272, image, 0, 0);
image2 = loadPngImage("ms0:/PSP/GAME/alphablit.png");
// mygetNextPower() in the next function just returns the next highest power of 2
blitAlphaImageToScreen(0, 0, mygetNextPower(24), mygetNextPower(32), image2, 24*x, 32*y);
flipScreen();
###
The first blit works fine.
I saw that the loadPngImage() automatically sets the ->textureWidth and ->textureHeight to a power of 2 -- so I did the same thing.
I have looked at the initgraphics() carefully as well and have looked at a few example apps and still nothing is showing up (entire image blitted completely transparent or is failing - not sure which). If I use blitimagetoscreen instead of the blitalpha function, the transparent area comes out black.
It looks like the sceGuTex..() functions are setup correctly for my purpose (as best I can tell with my limited experience here) so I am lost.
Please help!
Thanks in advance.
David Beyer
alpha blend - blitalphaimagetoscreen()
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- Posts: 81
- Joined: Mon Dec 19, 2005 4:09 pm
partially solved
See my other post (most recent "ALPHA BLENDING -- PLEASE HELP") for more info on how I got it working.
Hope this is helpful to someone.
David Beyer
Hope this is helpful to someone.
David Beyer