Antialiasing sprites with DirectDraw<=7

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9 comments, last by owl 21 years, 4 months ago
Ok, I''ve decided what to do.

I''m going to make the artwork in PNG and load this files with libPng, then I''ll store the data into a DDraw Surface and calculate the alphachannels by hand when copying to the backbuffer.

I''ll use DirectX 5 for this. Somebody knows if I can store the alpha information in DirectX5 surfaces in 16bit mode?
[size="2"]I like the Walrus best.

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