Ok I may be dense but am not seeing what is wrong with this code. I am trying to create a simple masked sprite.
This works with B3d. The sprite is displayed masked on first flip and onsecond flip.
Now with BMAX
This same code the sprite is masked on first flip but mask is lost on second and subsquent renders.
This is driving me nus can someone confirm with a simple masked sprite with B3d and BMAX.
My test was in Delphi, but figured most of you have MAX. Behavorior with SDK is very strange.
Thanks
Doug
This works with B3d. The sprite is displayed masked on first flip and onsecond flip.
Graphics3D 640,480 cam = CreateCamera() CameraClsColor cam,0,0,255 MoveEntity cam,0,0,-5 sp = CreateSprite() texture= LoadTexture("masked.bmp",1+4+16+32) EntityTexture sp,texture RotateSprite sp,20 RenderWorld:Flip WaitKey RenderWorld:Flip WaitKey End
Now with BMAX
This same code the sprite is masked on first flip but mask is lost on second and subsquent renders.
Framework blitz3d.blitz3dsdk bbBeginBlitz3D() bbGraphics3D 640,480 cam = bbCreateCamera() bbCameraClsColor cam,0,0,255 bbMoveEntity cam,0,0,-5 sp = bbCreateSprite() texture= bbLoadTexture("masked.bmp",1+4+16+32) bbEntityTexture sp,texture bbRotateSprite sp,20 bbRenderWorld bbFlip bbWaitKey bbRenderWorld bbFlip bbWaitKey
This is driving me nus can someone confirm with a simple masked sprite with B3d and BMAX.
My test was in Delphi, but figured most of you have MAX. Behavorior with SDK is very strange.
Thanks
Doug