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# Weird scaling problems in ddraw

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Hello everyone! I''m working on a project that will support both windowed and fullscreen mode. To scale, I do this:
//This function will draw the image scaled on a surface

void Image::DrawScaled(RECT r)
{
//ensure that the surface exists.

if(this->surf)
{
back->Blt(&r,this->surf,NULL, DDBLT_WAIT | DDBLT_KEYSRC,NULL);
}
}


Scaling DOES work in windowed mode, but it''s almost as if color keying doesn''t come into play until AFTER it''s been scaled. because around the edges of the sprite, I have would be transparent pixels. Any advice?