Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: jamin1@psu.edu (Jamin Frederick) Newsgroups: scea.yaroze.programming.2d_graphics,scee.yaroze.programming.2d_graphics Subject: pixel-by-pixel translucency Date: Sat, 14 Jun 1997 03:51:33 GMT Organization: SCEA Net Yaroze News Lines: 9 Message-ID: <33a81469.266002095@news.scea.sony.com> NNTP-Posting-Host: ivyland206.voicenet.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 Xref: chuka.playstation.co.uk scea.yaroze.programming.2d_graphics:114 scee.yaroze.programming.2d_graphics:121 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 Frederick