DDraw blt problems (color deformation)
Hi all.
I''ve recently added an InputBox to my GameEngine, which is used to input numbers, strings or answers.
The InputBox has a size and depending on that size I draw a raster around it.
The 6 Raster parts (4 corners, vert. and hor. line) are in my game.bmp. The raster size is 5 by 5 pixels.
Here''s the problem: When I use blt to stretch the raster lines to their appropriate size, it looks fine at work, but at home I get color deformations. The left side is much lighter in color then the right side. (this only happens when horizontal stretching occurs).
At work, the stretched screen parts sometimes flicker, it looks as if it''s not drawn every game cycle, but that should appear in my log file (which it doesn''t).
Also, I use blt to "squeeze" the full rows in my tetris clone, this works fine at home, but at another system it displays garbage in the rectangle that is being squeezed.
Here''s the code:
lpDDSBack->Blt(
&rectBlitTarget,
lpDDS,
&rectBlitSource,
DDBLTFAST_SRCCOLORKEY | DDBLTFAST_WAIT,
NULL );
What am I doing wrong?
Check my games out at:http://www.GamePlayHeaven.com
About your code:
lpDDSBack->Blt(&rectBlitTarget,lpDDS,&rectBlitSource,DDBLTFAST_SRCCOLORKEY | DDBLTFAST_WAIT,NULL);
Your using the wrong flags, not sure if it really matters, but your using BltFast()''s flags with Blt().
Use this:
lpDDSBack->Blt(&rectBlitTarget,lpDDS,&rectBlitSource,DDBLT_KEYSRC | DDBLT_WAIT,NULL);
- Goblineye Entertainment
The road to success is always under construction
lpDDSBack->Blt(&rectBlitTarget,lpDDS,&rectBlitSource,DDBLTFAST_SRCCOLORKEY | DDBLTFAST_WAIT,NULL);
Your using the wrong flags, not sure if it really matters, but your using BltFast()''s flags with Blt().
Use this:
lpDDSBack->Blt(&rectBlitTarget,lpDDS,&rectBlitSource,DDBLT_KEYSRC | DDBLT_WAIT,NULL);
- Goblineye Entertainment
The road to success is always under construction
Goblineye EntertainmentThe road to success is always under construction
Woops.. copied those from the blitfast function.. sorry..
I''m using the parameters you said, they graphics get deformed here... It looks like some kinda hardware code gets enabled... which doesn''t work correctly...
Some kind of anti aliasing or something?
I''m using the parameters you said, they graphics get deformed here... It looks like some kinda hardware code gets enabled... which doesn''t work correctly...
Some kind of anti aliasing or something?
Check my games out at:http://www.GamePlayHeaven.com
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