Path: chuka.playstation.co.uk!news From: rs108@mdx.ac.uk (Robert Swan) Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Transparent Color Date: Wed, 01 Apr 1998 22:37:39 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 26 Message-ID: <3522c063.1836873@news.playstation.co.uk> References: <352228A8.7960@telecom.at> <6fta2o$6ne35@chuka.playstation.co.uk> <352239C4.2AA4@telecom.at> <6ftfvv$6ne37@chuka.playstation.co.uk> NNTP-Posting-Host: stu-dialup16.mdx.ac.uk X-Newsreader: Forte Free Agent 1.11/32.235 On Wed, 1 Apr 1998 13:52:25 -0000, "Steve Dunn" wrote: >I think you can set it's palette entry to 0,0,0 then set it as transparent ! From what I can gather, seeing as the rgb colours are 15-bit then having a colour index with value 0,0,1, will get treated as black and therefore tracnsparent with a sprite. With five bits per primary colour, there are only 32 possible hues, so for a different colour you have to go up in steps of 8, not 1 (me thinks), meaning for a near black to be treated as solid, the darkest colour would have to be something like 0,0,8. A question - every pixel in a tim image has a STP bit which I assume you can switch on and off to make certain parts of the image transparent or opaque (I remember reading somewhere of a util to allow a mask to be imported to use this) so if a pixels 16th bit is for STP, does that mean that the 16th bit in clut is used to setting an index to act as solid/completely transparent? I only ask because I could believe timutil would use black as a transparent colour for ease of use, but technically you could have a 'proper' black that was opaque, and anther black in the clut to be completely transparent. Robert Swan rs108@mdx.ac.uk http://www.netyaroze-europe.com/~middex2