Hi Luke, 

Upgrading to the latest svn fixed my problem. Thank you.

Note that sdl-image:load-image accepts a :surface-alpha parameter,
not :channel-alpha, so I could not fully try your suggestion below when
making surfaces from PNG files. (Supplying :surface-alpha t did not help
with the old version---only upgrading to svn seems to have fixed it.)
Also in some spots the docs say that a function will accept
sdl-src-alpha as a flag, but then the corresponding function doesn't
accept flags (for example set-alpha), and the docs don't quite seem in
sync with the situation. 

On Mon, 2008-08-04 at 12:45 -0700, Luke Crook wrote:
> On Sun, 03 Aug 2008 14:23:27 -0700, David O'Toole <[EMAIL PROTECTED]> wrote:
> 
> > I am using #'lispbuilder-sdl:draw-surface-at-* to copy 16x16 PNG tiles
> > to an offscreen surface (it's a tile-based roguelike game), then copying
> > the whole composed image to the screen. I am loading the pngs with
> > #'lispbuilder-sdl-image:load-image. In the old version of the engine,
> > the transparent parts of the PNGs (i.e. the outline around the object)
> > was not drawn, and everything looked proper. But since rewriting the
> > engine the transparency no longer works, and i get ugly black borders
> > around all my objects instead of seeing through to the previously drawn
> > tile at that location.
> 
> lispbuilder-sdl used to always create a surface with a surface alpha  
> component. I had to change this behaviour as it made a number of surface  
> combinations impossible.
> 
> Try creating your surfaces with :SURFACE-ALPHA T, or :CHANNEL-ALPHA T.
> 
> :SURFACE-ALPHA sets SDL_SRC_ALPHA
> :CHANNEL-ALPHA sets the amask to #xff000000
> 
> - Luke
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