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  • Preserving alpha issues with loaded UIImages - how to avoid discarding alpha values on import?

    - by Peter Hajas
    My application lets the user save/load images with alpha values to the camera roll on the device. I can see in the Photos application that these images are appropriately alpha'd, as alpha'd areas just appear black. However, when I load these images back into the application using the valueForKey:UIImagePickerControllerOriginalImage message to the info dictionary from (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info, the alpha values are turned to just white, making those sections opaque. Is there a way to preserve these alpha values?

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  • How Do I Do Alpha Transparency Properly In XNA 4.0?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • When is a webapp called Beta, alpha, pre-alpha, or none

    - by dmontain
    I've come across many apps on the web that call themselves Beta. I've come across other apps that had an alpha designation. I've even come across some that called themselves pre-alpha, whatever that means (if you know please clarify). Then I've come across some really bad webapps that shouldn't have left the developer's computer and they didn't have any beta designations. I've also seen some well built apps that called themselves Beta, including Stack Exchange (the mother site of SO) which I believe is very full featured to be called a Beta. I'm a little confused. It seems people are doing it at their whims. Is there an established rule or a checklist that can help decide what stage an app is in (beta, alpha, pre-alpha, or none)? P.S. Please feel free to retag as appropriate.

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  • Jlabel with alpha value

    - by jouzef19
    Hi: i have jLabel and i want to change its opacity (alpha value) each one second , i tried something like that but its not change each one second , jlable change its opacity with last alpha value . Color color = jLabel1.getBackground(); int alpha = 255; long initTime = System.currentTimeMillis(); while(true){ if(System.currentTimeMillis() - initTime >= 1000){ initTime = System.currentTimeMillis(); alpha -=1; Color color2 = new Color(color.getRed(),color.getGreen(),color.getBlue(),alpha); jLabel1.setBackground(color2); } if(alpha<=0) break; }

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  • Per-pixel per-component alpha blending in Windows

    - by Crend King
    I have a 24-bit bitmaps with R, G, B color channels and a 24-bit bitmap with R, G, B alpha channels. I want to alpha blend the first bitmap to a HDC in GDI or RenderTarget in Direct2D with the alpha channels respectively. For example, suppose for one pixel, the bitmap color is (192, 192, 192), the HDC color is (0, 255, 255) and the alpha channels are (30, 40, 50). The final HDC color should be (22, 245, 242). I know I can BitBlt the HDC to a memory HDC first, do alpha blending by manually calculating the color of each pixel and finally BitBlt back. I just want to avoid the additional blitting and leave APIs do their job (faster since they are in kernel space). The first idea comes to my mind is to split the source bitmap into 3 red-only, green-only and blue-only 8-bit bitmaps, do normal alpha blending, then composite the 3 output bitmaps into the HDC. But I don't find a way to do the splitting and composition natively in Windows (would Direct2D layer help?). Also, the splitting and compositing may require many additional copying. The performance overhead would be too high. Or maybe do the alpha blending in 3 passes. Each pass apply the blending for one channel, while maintaining the other 2 unchanged. Thanks for any comment. EDIT: I found this question, and the answer should be good reference to this problem. However, besides AC_SRC_OVER, there is no other blending operation supported. Why don't Microsoft improve their API?

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  • Controlling the alpha of a UIImageView with Slider ..Can' t get it

    - by user1824839
    first i' d like to say this Forum was really helpfull for me that just started coding some weeks ago .. I succeed to do a quite nice app for the moment , than, but i m stuck on this : HOW COULD I CONTROL THE ALPHA OF A UIIMAGEVIEW , WITH A SLIDER EMBEDED IN ANOTHER VIEW ??? ; Basically i' like to do like the alpha slider of this : http://www.edumobile.org/iphone/how-to-make-an-app-2/controlling-a-uiviews-properties-for-ipad/ , but for a UIImageView. I promised i searched for hours , and didnt find how to do it ... Could someone have some minutes to give me ideas ?? Sorry for my poor english too. Thanks if you can. L. The resume of the link i posted, only focussing on the alpha property would be : ( considering a UIView ( View ) embeded in a ViewController ( ViewController ): enter code here ----View.h----- @interface View : UIView @property ( nonatomic, assign ) CGFloat alpha; @end enter code here ----View.m---- @implementation View @synthesize alpha; ?} @end enter code here ------ViewController.h----- import "View.h" @interface ViewController : UIViewController @property (nonatomic, strong) IBOutlet View *view; ?- (IBAction)alphaChanged:(UISlider *)sender; @end enter code here -------ViewController.m------ @interface ViewController () @end @implementation ViewController @synthesize view; (View *)view {?     if (!view) {?        view = [[View alloc] init];?    }?    return view;?} enter code here (IBAction)redChanged:(UISlider *)sender? {?    self.circle.alpha = sender.value;?    [self.circle setNeedsDisplay];?} (void)viewDidLoad ?{?    [super viewDidLoad];?         ?    self.circle.alpha = (CGFloat)1;?} (void)didReceiveMemoryWarning? {?  [super didReceiveMemoryWarning];?    @end enter code here

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  • Detect Alpha Channel with ImageMagick

    - by brad
    Scenario I would like to save images with alpha transparency as .png and images without alpha transparency as .jpg (even if their original format is .png or .gif). How can I detect whether or not an image has alpha transparency using ImageMagick?

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  • Alpha plugin in GStreamer not working

    - by Miguel Escriva
    Hi! I'm trying to compose two videos, and I'm using the alpha plug-in to make the white color transparent. To test the alpha plug-in I'm creating the pipeline with gst-launch. The first test I done was: gst-launch videotestsrc pattern=smpte75 \ ! alpha method=custom target-r=255 target-g=255 target-b=255 angle=10 \ ! videomixer name=mixer ! ffmpegcolorspace ! autovideosink \ videotestsrc pattern=snow ! mixer. and it works great! Then I created two videos with those lines: gst-launch videotestsrc pattern=snow ! ffmpegcolorspace ! theoraenc ! oggmux ! filesink location=snow.ogv gst-launch videotestsrc pattern=smpte75 ! ffmpegcolorspace ! theoraenc ! oggmux ! filesink location=bars75.ogv And changed the videotestsrc to a filesrc and it continues working gst-launch filesrc location=bars75.ogv ! decodebin2 \ ! alpha method=custom target-r=255 target-g=255 target-b=255 angle=10 \ ! videomixer name=mixer ! ffmpegcolorspace ! autovideosink \ filesrc location=snow.ogv ! decodebin2 ! alpha ! mixer. But, when I use the ideo I want to compose, I'm not able to make the white color transparent gst-launch filesrc location=video.ogv ! decodebin2 \ ! alpha method=custom target-r=255 target-g=255 target-b=255 angle=10 \ ! videomixer name=mixer ! ffmpegcolorspace ! autovideosink \ filesrc location=snow.ogv ! decodebin2 ! alpha ! mixer. Can you help me? Any idea what is happening? I'm using GStreamer 0.10.28 You can download the test videos from here: http://polimedia.upv.es/pub/gst/gst.zip Thanks in advance, Miguel Escriva

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  • How to change the opacity (alpha, transparency) of an element in a canvas element after it has been

    - by Joe Lencioni
    Using the HTML5 <canvas> element, I would like to load an image file (PNG, JPEG, etc.), draw it to the canvas completely transparently, and then fade it in. I have figured out how to load the image and draw it to the canvas, but I don't know how to change its opacity once it as been drawn. Here's the code I have so far: var canvas = document.getElementById('myCanvas'); if (canvas.getContext) { var c = canvas.getContext('2d'); c.globalAlpha = 0; var img = new Image(); img.onload = function() { c.drawImage(img, 0, 0); } img.src = 'image.jpg'; } Will somebody please point me in the right direction like a property to set or a function to call that will change the opacity? Thanks!

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  • Adobe Flex Transparency not working on Button icon

    - by johnc
    I am fairly inexperienced with Flex, but my googling has retrieved nothing to suggest this is an obvious question. I have an mx:Button with an Icon on it that is a png file with a transparent background, as below, however the transparency is not working, and the icon is painted with a white background. <mx:Button label="Button" icon="@Embed(source='images/clearTracks.png')"/> I have seen how to use a ByteArrayImage to get a transparency working on an image, but this technique doesn't appear available for a button's icon property.

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  • NSColor transparency on black background?

    - by Alex Zielenski
    In the background of my view, I draw a light blue color. And in the middle, i have a square box that is supposed to have an even lighter gray in it that has a 20% transparency. But for some reason the transparency is on top of a black background instead of a blue. I'm sorry If i'm not being clear.

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  • PNG alpha rendered as black in Blender

    - by Camilo Martin
    I'm a Blender novice, so this is probably easy to fix. When I use a transparent PNG as a texture in Blender, the parts that should be transparent are rendered as black. This is especially confusing since in the material preview it looks as if the material would indeed be transparent. Here's a screenshot: This is the test texture, and in the right on top of a checkerboard:                        Here is the .blend file in case you want to check it:                                                      

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  • UIView transparency shows how the sausages are made!

    - by quixoto
    I have a UIView container that has two UIImageViews inside it, one partially obscuring the other (they're being composed like this to allow for occasional animation of one "layer" or another. Sometimes I want to make this container 50% alpha, so what the users sees fades. Here's the problem: setting my container view to 50% alpha makes all my subviews inherit this as well, and now you can see through the first subview into the second, which in my application has a weird X-Ray effect that I'm not looking for. What I'm after, of course, is for what the user currently sees to become 50% transparent-- the equivalent of flattening the visible view into one bitmap, and then making that 50% alpha. What are my best bets for accomplishing this? Ideally would like to avoid actually, dynamically flattening the views if I can help it, but best practices on that welcome as well. Am I missing something obvious? Since most views have subviews and would run into this issue, I feel like there's some obvious solution here. Thanks!

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  • Determine if Alpha Channel is Used in an Image

    - by Otaku
    As I'm bringing in images into my program, I want to determine if: they have an alpha-channel if that alpha-channel is used #1 is simple enough with using Image.IsAlphaPixelFormat. For #2 though, other than looping through every single pixel, is there a simple way I can determine if at least one of the pixels has an alpha channel that is used (i.e. set to some other value than 255)? All I need back is a boolean and then I'll make determination as to whether to save it out to 32-bit or 24-bit.

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  • IE GIF/PNG Transparency issue with jQuery

    - by Andrew
    Ok, this is pretty weird... Here's the page in question: http://s289116086.onlinehome.us/lawjournaltv/index.php The main blue callout background was originally a PNG, but when I applied some jQuery trickery to it (click the numbers in the top right to see what I mean), an ugly white border appeared where the transparency should be. See this screenshot from IE8: http://skitch.com/darkdriving/n62bu/windows-xp-professional I figured I could sacrifice the quality/flexibility of a PNG and just resaved each of the backgrounds as GIFs and set the matte color to white (for now). Well, I was proven wrong because IE is treating the GIF transparency the same as the original PNGs. I've read here that the issue with PNGs, Javascript, and IE has something to do with multiple filters can't be applied to one image, but shouldn't GIFs be exempt from this because they lack the Alpha Channel? Is there any way to make this page look similar in IE to Firefox or Webkit browsers? Thanks in advance!

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  • Enabling Direct3D-specific features (transparency AA)

    - by Bill Kotsias
    Hello. I am trying to enable transparency antialiasing in my Ogre-Direct3D application, but it just won't work. HRESULT hres = d3dSystem->getDevice()->SetRenderState(D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('S', 'S', 'A', 'A')); /// returned value : hres == S_OK ! This method is taken from NVidia's technical report. I can enable transparency AA manually through the NVIDIA Control Panel, but surely I can't ask my users to do it like this. Anyone has any idea? Thank you for your time, Bill

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  • Alpha Beta Search

    - by Becky
    I'm making a version of Martian Chess in java with AI and so far I THINK my move searching is semi-working, it seems to work alright for some depths but if I use a depth of 3 it returns a move for the opposite side...now the game is a bit weird because when a piece crosses half of the board, it becomes property of the other player so I think this is part of the problem. I'd be really greatful if someone could look over my code and point out any errors you think are there! (pls note that my evaluation function isn't nearly complete lol) MoveSearch.java public class MoveSearch { private Evaluation evaluate = new Evaluation(); private int blackPlayerScore, whitePlayerScore; public MoveContent bestMove; public MoveSearch(int blackScore, int whiteScore) { blackPlayerScore = blackScore; whitePlayerScore = whiteScore; } private Vector<Position> EvaluateMoves(Board board) { Vector<Position> positions = new Vector<Position>(); for (int i = 0; i < 32; i++) { Piece piece = null; if (!board.chessBoard[i].square.isEmpty()) { // store the piece piece = board.chessBoard[i].square.firstElement(); } // skip empty squares if (piece == null) { continue; } // skip the other players pieces if (piece.pieceColour != board.whosMove) { continue; } // generate valid moves for the piece PieceValidMoves validMoves = new PieceValidMoves(board.chessBoard, i, board.whosMove); validMoves.generateMoves(); // for each valid move for (int j = 0; j < piece.validMoves.size(); j++) { // store it as a position Position move = new Position(); move.startPosition = i; move.endPosition = piece.validMoves.elementAt(j); Piece pieceAttacked = null; if (!board.chessBoard[move.endPosition].square.isEmpty()) { // if the end position is not empty, store the attacked piece pieceAttacked = board.chessBoard[move.endPosition].square.firstElement(); } // if a piece is attacked if (pieceAttacked != null) { // append its value to the move score move.score += pieceAttacked.pieceValue; // if the moving pieces value is less than the value of the attacked piece if (piece.pieceValue < pieceAttacked.pieceValue) { // score extra points move.score += pieceAttacked.pieceValue - piece.pieceValue; } } // add the move to the set of positions positions.add(move); } } return positions; } // EvaluateMoves() private int SideToMoveScore(int score, PieceColour colour) { if (colour == PieceColour.Black){ return -score; } else { return score; } } public int AlphaBeta(Board board, int depth, int alpha, int beta) { //int best = -9999; // if the depth is 0, return the score of the current board if (depth <= 0) { board.printBoard(); System.out.println("Score: " + evaluate.EvaluateBoardScore(board)); System.out.println(""); int boardScore = evaluate.EvaluateBoardScore(board); return SideToMoveScore(boardScore, board.whosMove); } // fill the positions with valid moves Vector<Position> positions = EvaluateMoves(board); // if there are no available positions if (positions.size() == 0) { // and its blacks move if (board.whosMove == PieceColour.Black) { if (blackPlayerScore > whitePlayerScore) { // and they are winning, return a high number return 9999; } else if (whitePlayerScore == blackPlayerScore) { // if its a draw, lower number return 500; } else { // if they are losing, return a very low number return -9999; } } if (board.whosMove == PieceColour.White) { if (whitePlayerScore > blackPlayerScore) { return 9999; } else if (blackPlayerScore == whitePlayerScore) { return 500; } else { return -9999; } } } // for each position for (int i = 0; i < positions.size(); i++) { // store the position Position move = positions.elementAt(i); // temporarily copy the board Board temp = board.copyBoard(board); // make the move temp.makeMove(move.startPosition, move.endPosition); for (int x = 0; x < 32; x++) { if (!temp.chessBoard[x].square.isEmpty()) { PieceValidMoves validMoves = new PieceValidMoves(temp.chessBoard, x, temp.whosMove); validMoves.generateMoves(); } } // repeat the process recursively, decrementing the depth int val = -AlphaBeta(temp, depth - 1, -beta, -alpha); // if the value returned is better than the current best score, replace it if (val >= beta) { // beta cut-off return beta; } if (val > alpha) { alpha = val; bestMove = new MoveContent(alpha, move.startPosition, move.endPosition); } } // return the best score return alpha; } // AlphaBeta() } This is the makeMove method public void makeMove(int startPosition, int endPosition) { // quick reference to selected piece and attacked piece Piece selectedPiece = null; if (!(chessBoard[startPosition].square.isEmpty())) { selectedPiece = chessBoard[startPosition].square.firstElement(); } Piece attackedPiece = null; if (!(chessBoard[endPosition].square.isEmpty())) { attackedPiece = chessBoard[endPosition].square.firstElement(); } // if a piece is taken, amend score if (!(chessBoard[endPosition].square.isEmpty()) && attackedPiece != null) { if (attackedPiece.pieceColour == PieceColour.White) { blackScore = blackScore + attackedPiece.pieceValue; } if (attackedPiece.pieceColour == PieceColour.Black) { whiteScore = whiteScore + attackedPiece.pieceValue; } } // actually move the piece chessBoard[endPosition].square.removeAllElements(); chessBoard[endPosition].addPieceToSquare(selectedPiece); chessBoard[startPosition].square.removeAllElements(); // changing piece colour based on position if (endPosition > 15) { selectedPiece.pieceColour = PieceColour.White; } if (endPosition <= 15) { selectedPiece.pieceColour = PieceColour.Black; } //change to other player if (whosMove == PieceColour.Black) whosMove = PieceColour.White; else if (whosMove == PieceColour.White) whosMove = PieceColour.Black; } // makeMove()

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  • How to programmatically alpha fade a textured object in OpenGL ES 1.1 (iPhone)

    - by PewterSoft
    I've been using OpenGL ES 1.1 on the iPhone for 10 months, and in that time there is one seemingly simple task I have been unable to do: programmatically fade a textured object. To keep it simple: how can I alpha fade, under code control, a simple 2D triangle that has a texture (with alpha) applied to it. I would like to fade it in/out while it is over a scene, not a simple colored background. So far the only technique I have to do this is to create a texture with multiple pre-faded copies of the texture on it. (Yuck) As an example, I am unable to do this using Apple's GLSprite sample code as a starting point. It already textures a quad with a texture that has its own alpha. I would like to fade that object in and out.

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  • Action script 3 bitmap glitch, alpha fade in out

    - by user150946
    I have actually solved this problem but it was a weird one so I will post it and my solution. I had a movie clip with several children each of which had it's own alpha settings. It also had a bitmap child object with a masked movie clip sitting on top of it. I was fading in and out the parent movie clip and was getting some odd results all of the alpha settings of the children were being removed and the bitmap was glitching and showing the contents of the masked object that was above it. The problem was that my alpha value for fully opaque was 100 (as in AS2) not 1 (as per AS3). It took me ages to work this out so hopefully this helps someone else.

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  • Alpha transparent PNGs not displaying correctly in Mobile Safari

    - by worksology
    I'm using some semi-transparent PNGs as background-images on various websites. These are usually something like a 1x1 image with a 30-percent opaque white layer. I've noticed that Mobile Safari does not display them correctly, giving them a darker/grayish tint. I've created a couple test pages to illustrate. View them both in your normal browser, and then on Mobile Safari, and you should see what I mean. This shows 11 red images of varying opacities on white: http://thecompleteworks.org/alpha-tests/index-red.html This shows 11 white images of varying opacities on blue: http://thecompleteworks.org/alpha-tests/index.html Is this a MobileSafari bug (I couldn't imagine so), or do I need to do something different, either to my pages or PNGs? (Here's how I create the PNGs: In Photoshop, create a 1x1 transparent canvas. Draw a white rectangle in Layer 1. Set opacity to, say 30 percent, Save for Web as 24-bit PNG with transparency.)

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  • problem loading texture with transparency with OpenGL ES and Android

    - by Evan Kimia
    Im trying to load an image that has background transparency that will be layered over another texture. When i try and load it, all i get is a white screen. The texture is 512 by 512, and its saved in photoshop as a 24 bit PNG (standard PNG specs in the Photoshop Save for Web and Devices config window). Any idea why its not showing? The texture without transparency shows without a problem. Here is my loadTextures method: public void loadGLTexture(GL10 gl, Context context) { //Get the texture from the Android resource directory Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.m1); Bitmap normalScheduleLines = BitmapFactory.decodeResource(context.getResources(), R.drawable.m1n); //Generate texture pointers... gl.glGenTextures(3, textures, 0); //...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[1]); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP, GL11.GL_TRUE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); //Bind our normal schedule bus map lines gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP, GL11.GL_TRUE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, normalScheduleLines, 0); normalScheduleLines.recycle(); }

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  • D3D9 Alpha Blending on the surfaces

    - by Indeera
    I have a surface (OffScreenPlain or RenderTarget with D3DFMT_A8R8G8B8) which I copy pixels (ARGB) to, from a third party function. Before pixel copying, Bits are accessed by LockRect. This surface is then StretchRect to the Backbuffer which is (D3DFMT_A8R8G8B8). Surface and Backbuffer are different dimensions. Filtering is set to D3DTEXF_NONE. Just after creating the d3d device I've set following RenderState settings D3DRS_ALPHABLENDENABLE -> TRUE D3DRS_BLENDOP -> D3DBLENDOP_ADD D3DRS_SRCBLEND -> D3DBLEND_SRCALPHA D3DRS_DESTBLEND -> D3DBLEND_INVSRCALPHA But I see no alpha blending happening. I've verified that alpha is specified in pixels. I've done a simple test by creating a vertex buffer and drawing a triangle (DrawPrimitive) which displays with alpha blending. In this test surface was StretchRect first and then DrawPrimitive, and the surface content displays without alpha blending and the triangle displays with alpha blending. What am I missing here? Thanks

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