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Gav

Transparent Blitting in 16-bit

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I''m having a bit of trouble doing a transparent blt in 16-bit colour. I save a bitmap with 16 million colours (ie 24-bit) in PSP 6 with a background colour of RGB(66,66,66). Then I use a slight variation on DDLoadBitmap from ddutils.cpp to load it into a surface with the screen mode set to 16-bit. I then use a slight variation of DDSetColorKey with a value of RGB(66,66,66) but the back ground is still blitted. However if i use CLR_INVALID or RGB(69,69,69) for the parameter to DDSetColourKey it works fine. Does anyone know why it is RGB(69,69,69) that works and not RGB(66,66,66)? I realise that the colour may change from conversion from 24 to 16-bit, but isn''t that what DDColourMatch is for? When I say a slight variation, all i''ve done is copy the code into my own class and modified some of it, eg the surface variable. No sense being pessimistic. It wouldn''t work anyway.
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The first obvious problem is RGB()

Are you useing windows macro named RGB()
because that one has nothing to do with 16-bit colour, your going to have to write your own RGB16() and when you do you have to take into account that some video cards use 5-5-5-bit colour while others use 5-6-5-bit colour (more common)

Hope that points you in the right direction.

p.s. Its nice to see someone spell colour properly

Edited by - Atavist on 1/27/00 6:59:19 PM
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