Hi,
I have a Texture which is created at runtime and then applied to an entity to produce a mask (in conjunction with another texture)
I works in windowed mode but not in full-screen mode.
thoughts?
yinch'03
Just to add to the information.
1. That texture's masking works if I load a texture (instead of generate it)
2. The masking doesn't work if I do draw operations directly to the texturebuffer - I have to draw it in the backbuffer and copy it over
3. Other masking textures (loaded ones) are working in the same scene.
yinch'03
Ok this is for anyone else who comes across this problem.
The explanation is as follows:
When in windowed mode, the 'ink' as set by the Color command has an Alpha component - so when you write to a buffer, it also sets the alpha component of that pixel.
For some reason, the behaviour changes when running in Full-Screen mode. The ink doesn't affect the alpha component.
My fix was to use a read/writepixelfast to scan the texture for black pixels and writing the alpha component directly.
that's all.
yinch'03
We need more of these posts... someone who has a problem, elaborates the problem, then solves the problem with no other input.
Just thought I would chip in to show that posts do get noticed ;-)