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Mail Archives: djgpp/1998/05/19/19:32:21

From: a DOT gillett AT virgin DOT net (Andrew R. Gillett)
Newsgroups: comp.os.msdos.djgpp
Subject: Re: Allegro - Lit sprites
Date: Tue, 19 May 1998 23:51:42 +0100
Organization: Virgin Net Usenet Service
Lines: 13
Message-ID: <MPG.fcc1d545511970e9896a5@news.virgin.net>
References: <MPG DOT fc806799d66481998969b AT news DOT virgin DOT net> <355E2581 DOT 451C12CA AT frozenwave DOT com> <MPG DOT fc84ef840c8c3a998969d AT news DOT virgin DOT net> <355FB2B7 DOT 9FE64798 AT frozenwave DOT com> <MPG DOT fcb4230e72950be98969e AT news DOT virgin DOT net> <Mzh0GEAsNeY1Ewvt AT talula DOT demon DOT co DOT uk>
NNTP-Posting-Host: 194.168.71.177
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

In article <Mzh0GEAsNeY1Ewvt AT talula DOT demon DOT co DOT uk>, Shawn Hargreaves 
(Shawn AT talula DOT demon DOT co DOT uk) wrote:

> But how do you get these images into your game? If you imported them as
> a font in the grabber, they will be loaded as 256 color data. If you are
> loading them yourself, they may or may not have been converted into a 16
> bit format depending on how you have set the color conversion mode, but
> there is no way that the mask color will be correct because TTF2PCX
> output an 8 bit image.

I used the grabber to create the fonts. I tried changing the PCX file so 
that the background of each char was bright pink, but the grabber 
couldn't grab the font then.

- Raw text -


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