From: Shawn Hargreaves Newsgroups: comp.os.msdos.djgpp Subject: Re: Allegro - Lit sprites Date: Tue, 19 May 1998 20:54:20 +0100 Organization: None Message-ID: References: <355E2581 DOT 451C12CA AT frozenwave DOT com> <355FB2B7 DOT 9FE64798 AT frozenwave DOT com> NNTP-Posting-Host: talula.demon.co.uk MIME-Version: 1.0 Lines: 22 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk Andrew R. Gillett writes: >> Then, are your fonts in the correct format for 16-bit color mode? If >> you set the background to black instead of the 16-bit reserved >> background color, the background would be lit! > >I just used the TTF2PCX converter to create the fonts. 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. You need to make sure that the graphics are being read in a 16 bit format, and change the background color to the bright pink (max red and blue, zero green) transparent marker value. -- Shawn Hargreaves - shawn AT talula DOT demon DOT co DOT uk - http://www.talula.demon.co.uk/ "Miracles are nothing if you've got the wrong intentions" - Mike Keneally