Using the Load_Pixie function as a basis to load pixel-perfect sprites, I can't keep my alpha transparency when I use a rectangle .3ds mesh. How can I set the mask colour for a brush, or pass the alpha channel of the source .png froma texture? The code is this.
Function TG_Load_Pixie(file$,width=0,height=0) ; load squared texture texture=LoadTexture(file,4) If Not width width=TextureWidth(texture) EndIf If Not height height=TextureHeight(texture) EndIf ; change these for viewports viewwidth=GraphicsWidth() viewheight=GraphicsHeight() ; find existing pixiespace parented to camera magic=0 n=CountChildren(TG_camera\camera) For i=1 To n If EntityName(GetChild(TG_camera\camera,i))="pixiespace" magic=GetChild(GetChild(TG_camera\camera,i),1) EndIf Next If magic=0 magic=CreatePivot(TG_camera\camera) NameEntity(magic,"pixiespace") aspect#=Float(viewheight)/viewwidth PositionEntity magic,-1,aspect,1 scale#=2.0/viewwidth ScaleEntity magic,scale,-scale,-scale magic=CreatePivot(magic) PositionEntity magic,-.5,-.5,0 EndIf ; create sprite from texture as child of magic overlay sprite=CopyMesh(TG_sprite) EntityParent sprite,magic ;cludge for blitz bug in createsprite(parent) brush=CreateBrush() BrushFX brush,1 BrushTexture brush,texture PaintEntity sprite,brush FreeBrush brush scale#=0.2/viewwidth ScaleMesh sprite,width*scale,height*scale,1 Return sprite End Function