Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: mperdue@iquest.net (Mario Perdue) Newsgroups: scea.yaroze.programming.2d_graphics,scee.yaroze.programming.2d_graphics Subject: Re: pixel-by-pixel translucency Date: Sat, 14 Jun 1997 13:01:40 GMT Organization: SCEA Net Yaroze News Lines: 18 Message-ID: <33a295cf.375678@205.149.189.29> References: <33a81469.266002095@news.scea.sony.com> NNTP-Posting-Host: firewall.hrtc.net X-Newsreader: Forte Free Agent 1.1/32.230 Xref: chuka.playstation.co.uk scea.yaroze.programming.2d_graphics:115 scee.yaroze.programming.2d_graphics:123 On Sat, 14 Jun 1997 03:51:33 GMT, jamin1@psu.edu (Jamin Frederick) wrote: > Is there any way to set pixel translucency on a pixel-by-pixel >basis in a TIM? Suppose I wanted to make a ship opaque and its >glow translucent. According to the docs, I just set the appropriate >STP flag for each pixel and turn on the sprite's translucency. But >how do I set those STP flags in the first place, without either "all >or nothing" like the TIM util requires? Thanks. > > Jamin, AFAIK, the only way to set those bits is to do it manually. It works, but it's a real pain to do. Mario