Anti-Alias logo edges CODE!

Miscellaneous Forums/General Discussion/Anti-Alias logo edges CODE!

Some of you may have followed my recent topic about anti-aliasing the edges of a logo onto a background so that it didn't look pixely. I figured this out in a paint package in the end but then discovered I needed to show the logo in more than once place and didn't want to keep on making endless preprepared images in a paint package. So I wrote some code to do it instead, yeah, then I optimised it, wooo.

And so for those of you who want pro looking logos and menus in your games who are STILL using BlitzPlus, check out
http://www.blitzbasic.com/codearcs/codearcs.php?code=1475 Hope you find it useful.

I'm sure that blitz max and B3D can already alpha blend logos onto backgrounds using accelerated hardware (and DirectX), no doubt, but would like to know for sure in case I buy Max in a few months. Any info? Thanks.

Thanks for sharing.

no probs. If you need help, just ask.

Hi,

Max is able to handle alphamaps in graphics so yes. But why don't you just download the demo?!


Greetings,

taumel

well it's quicker to ask ;-) I'm also wanting to finish couple of projects in Plus before buying max so I don't get distracted.

Okay i understand...sort of...i guess i would be a little bit too curious so... ;O)

Now you should create some functionality to allow a number of images and alphamaps to be stored in memory and then written to screen. Then you'd have a real nice software render system.

Indiepath: yup, of course that's the next step. Already I have made it so the pixel arrays aren't global, they are part of a type which you create and then pass into the two main functions. This means I can show several alphamapped images on-screen at once such as logo, menu and copyright info. The next step is to pre-calc once, store in a normal rectangular image and then use plain DrawBlock every frame which will be the fastest. It looks really nice and gives screens that Pro look even though they're done in BlitzPlus.