Another stupid question: How does one do a RectFill with an alpha value without resorting to CompositeTags and COMPSRC_SOLIDCOLOR (which will revert to software render)? Using IGraphics->SetRPAttrs(RPTAG_APenColor) does not work, because it ignores the alpha (see autodoc). This seems to also be the case with p96RectFill(). Help?
Is it possible to blit from a 32 bit bitmap to a 16 bit screen? So far I have been absolutely unsuccessfull in trying to...
The case is this: I try and allocate a bitmap with p96AllocBitMap, specifying depth = 32 and format = RGBF_A8R8G8B8. When I supply NULL as friend, the blit fails and locks up the entire machine (this is both with 32 and 16 bit workbench). When I supply the workbench window bitmap as friend, the resulting bitmap is 16 bit and format is RGBF_R5G6B5.
Is there some straightforward way to write a series of one bitplane bits from memory and into a 1-bitplane BitMap? I don't think any of the WritePixelArray functions (graphics.library and P96) does it correctly, at least not in any of my tests... Maybe because there is no RGBFormat corresponding to mono (1-bit).
Is it possible to store a 32-bit (ARGB) ILBM? I have tried with iffparse.library to do it, nPlanes = 32 and so forth, but MultiView just says, that the file has wrong format. When setting nPlanes = 24 it works (sort of).
There is an example of using opaqueness (I think in the reaction examples) as a means of fading in and fading out windows that are opened, if the user has the correct graphics settings in GUI-Prefs.
In order to implement this, isn't it necessary to simply change the WA_Override_Opaquencess to TRUE and set a WA_FadeTime value when defining your window object?
By default, this will also make it to that iconifying and de-iconifying will also fade out/fade in.
See my code example here: http://www.os4coding.net/source/162
I'm working on an App and would like to move from the old datatype scale engine to use the new CompositeTags() call. I'm getting the image but the result is not scaled. Here is what I'm working with:
The contents of some windows need to scroll smoothly from right to left..
I would prefer to open a bitmap 3 or 4 times wider than the window and just
increment a leftedge pointer somewhere.. redrawing only as I near the right edge
of the big bitmap.
I assume that SuperBitmap and GimmeZeroZero are the way to go, but I don't
know yet how to control the left edge starting position..
Or I could be trying to do this the wrong way entirely.
Is there any way of changing the behavior of the AreaFill functions, so that instead of NOT drawing to overlapping areas ("odd even" fill), it actually draws to those areas as well ("winding" fill) ??