Me again,
I've got a HUD on my game at the moment that uses blitting of bitmap images as textures to put images on the display.
I'm slightly confused as to the behavior I'm seeing though.
The documentation (and just, the way the methods seem to suggest they work) implies that something like this:
buffer.blit(btn1,0,0,0,0,32,32,32,32,[b]0[/b],false);
would render the image with all areas of 0,0,0 as transparent.
However, it renders all areas with colours values less than 16,16,16 (so 15,15,15; 14,14,14; 13,13,13; etc.) as transparent. D:
Is there a way to stop this? (I've checked what colour depth I've been using, and switched variables around: none of it seems to make any difference.)
The other thing in conjunction with this is that it'd be nice if there was a way to set a particular colour to be used as transparent rather than 0,0,0 -> 16,16,16 - I mean, if I used 255,0,255 (a colour I'm not using) for transparency , then all black values would be available.
I keep looking through the documentation for a method along the lines of:
setTransparentColor(int r,int g,int b)
or something.
Please enlighten me
! There has to be something I'm doing wrong. xD