I know that you can have a entity use mask mode to not render the black portions of the it's texture, but is there a way to make it use another color othere then black as it's mask color?
Maskimage for textures?
Blitz3D Forums/Blitz3D Programming/Maskimage for textures? you can write your own texture masking function easily.
eg:
(not tested, just out of my head)
of course, instead of checking for exact matching you can also use a color range, or a certain brightness range, or only the blue tone, or whatever.
eg:
function MaskTexture(tex,r,g,b) setbuffer texturebuffer(tex) lockbuffer() for j=0 to textureheight(tex)-1 for i=0 to texturewidth(tex)-1 rgb=readpixelfast(i,j) and $FFFFFF r2=rgb shr 16 g2=(rgb shr 8) and $FF b2=rgb and $FF if (r=r2) and (g=g2) and (b=b2) alpha=0 else alpha=$FF ;(=255) endif writepixelfast i,j,(alpha shl 24) or rgb next next unlockbuffer() setbuffer backbuffer() end function
(not tested, just out of my head)
of course, instead of checking for exact matching you can also use a color range, or a certain brightness range, or only the blue tone, or whatever.