>>Does the bitmap member need to be a certain bit-depth for lingo >>sprite colouring to work correctly?
Cole Tierney wrote: >Yes. If you're coloring the sprite, the bitdepth needs to be 1. You >can also use mask ink with a greyscale alpha image in the next >castlib slot. A bitdepth of 1 - who would have thought? I've always considered 1-bit colour-depth to be only black and white. Thanks for that helpful tidbit of information. Natalia Tjelum wrote: >You're going to be >happier with RGB for 16-bit and above, and always use Web216 if >you're constraining to 8 bit. Ok, RGB is it. Thanks. >Setting the color on a sprite that has more than 1 bit color depthj >gives you a color wash or colorization, which is what you are seeing, >rather than filling it with a solid version of that color. >In order for color setting of this type to work predictably, your >sprite's bitmap member must be at 1-bit color depth. Yes, the colours are now more random. How odd. Thanks again. Drekinn "It's not a bug, it's a random feature." [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
