Re: Sprite.Draw only drawing solid black?
- From: Helios <Helios@xxxxxxxxxxxxxxxxxxxxxxxxx>
- Date: Mon, 20 Jun 2005 11:07:05 -0700
awesome! both Color.Transparent && Color.FromArgb(255,255,255,255) worked
perfectly.
I tried monkeying around with the colors earlier, but didnt think to try
transparent. Unfortunately I don't fully understand what that parameter
controls - I'm guessing it's something to do with hue shifting.
At any rate... Thanks for your help!!! :)
"Robert Dunlop [MS MVP]" wrote:
> "Helios" <Helios@xxxxxxxxxxxxxxxxxxxxxxxxx> wrote in message
> news:EDBF1D91-F2FB-4F85-A4CF-C7FAC6D8D7CC@xxxxxxxxxxxxxxxx
> > I'm trying to render an image loaded into a Texture object using a Sprite
> > object. When using either Sprite.Draw or Sprite.Draw2D my image only
> > renders
> > as a solid black rectangle in the same dimensions as the source image.
> >
> > Any ideas why it would do that? The images render just fine when I render
> > them from a Surface to the backbuffer.
>
>
> What flags do you use when calling Sprite.Begin(), and what color are you
> specifying in Sprite.Draw2D()? I notice in the April 2005 docs it specifies
> that a color of Color.Transparent will preserve the source color, but this
> seems incorrect to me, especially if alpha blending is turned on. Try
> specifying Color.FromArgb(255,255,255,255) and see if that helps.
>
> --
> Robert Dunlop
> The X-Zone
> http://www.directxzone.com/
> Microsoft DirectX MVP
> -------------
> The opinions expressed in this message are my own personal views and do not
> reflect the official views of the Microsoft Corporation.
> The MVP program does not constitute employment or contractual obligation
> with Microsoft.
>
>
>
.
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