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Problems with E2DSurfaceRGBA when EGL_USEGL is defined.


Problems with E2DSurfaceRGBA when EGL_USEGL is defined.

Postby westenmi » Feb 5, 2008 @ 9:41pm

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Postby edge » Feb 6, 2008 @ 8:56am

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Postby westenmi » Feb 6, 2008 @ 5:09pm

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Postby edge » Feb 7, 2008 @ 9:35am

Hi,

Unfortunately, directly blitting RGBA surfaces is not part of the EDGELIB API at the moment, this will be added in the next release.

In the meantime you can use display->Perspective2D and display->BindTexture to set up your 2D viewport and set the correct texture. Then you can use a 2 textured triangles to 'blit' your HUD 2D pictures.
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Postby Zalo » Mar 12, 2008 @ 12:58pm

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Postby edge » Mar 14, 2008 @ 1:59pm

Hi Zalo,

It should be possible to blit your (colorkeyed) surfaces through the display in OpenGL. When you have a colorkeyed surface, you need to upload it as RGBA (it's an option of ClassEDisplay::UploadTexture).

Can you post your surface loading code?
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