My problem is that I’m trying to create a texture which has text printed to it in real time and the rest of the texture is completely transparent. I want to do this so that I can have text rotating above objects in a scene. These textures have to be generated inside Blitz as because the player can rename objects.
The problem is that for some reason I can’t do this, I found that using the ‘masked’ texture flag would make this work but for some reason the texture is still an opaque black square, the only difference is that the text is no longer visible either, not exactly what I wanted!
Can anybody tell me what I’m going wrong? Is there an alternative way to do the same thing using alpha channels perhaps?
Here’s my code
The problem is that for some reason I can’t do this, I found that using the ‘masked’ texture flag would make this work but for some reason the texture is still an opaque black square, the only difference is that the text is no longer visible either, not exactly what I wanted!
Can anybody tell me what I’m going wrong? Is there an alternative way to do the same thing using alpha channels perhaps?
Here’s my code
Graphics3D 800,600 camera = CreateCamera() PositionEntity camera,0,0,-3.12 CameraClsMode camera,0,1 AmbientLight 255,255,255 SetBuffer BackBuffer() fntArialB=LoadFont("Arial",28,True) SetFont fntArialB back = LoadImage("2.png") Shadow = CreateSprite() tex = CreateTexture(256,256,1) SpriteViewMode Shadow ,2 SetBuffer(TextureBuffer(tex)) Text 0,100,"Why won't this work?" SetBuffer BackBuffer() brush = CreateBrush(255,255,255) BrushTexture brush,tex PaintEntity Shadow, brush Repeat MoveEntity Shadow,0,0.001,0 DrawBlock back,0,0 RenderWorld Flip Until KeyHit(1)