Bitmap [,] textures = new Bitmap[Rows,Cols];
System.Drawing.Bitmap tileset = (System.Drawing.Bitmap)System.Drawing.Bitmap.FromFile("tileset.bmp");
System.Drawing.RectangleF rect;
Texture [,] tileTextures = new Texture[Rows,Cols];
for(int x = 0; x<Cols; x++)
{
for(int y=0; y<Rows; y++)
{
rect= new RectangleF(new PointF(x*w,y*h),new SizeF(w,h));
textures[x,y] = tileset.Clone(rect,tileset.PixelFormat);
tileTextures[x,y] = Texture.FromBitmap(device, textures[x,y], 0, Pool.Managed);
}
}
[.net] Split textures with transparency :S
hi!
I'm currently making a tilebased mapeditor using c# and directx9.
up til now i've used Bitmaps as textures, but now i want to have the ability to use transparency. I've converted my tileset from bmp to tga but i don't know how to split it into many textures.
my earlier split-function looks something like this, using clone() to split up my tileset into many tiles:
now, i wanna do something like this but with my .tga-file, which i load like this:
Microsoft.DirectX.Direct3D.TextureLoader.FromFile(device, "tileset.tga");
//Hikaru
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