First - there are two Transparency Modes for Textures: Mask and Alpha.
You have to define this as the Textureflag, 4 for Mask or 2 for Alpha.
tex=createtexture(64,64,2 or 1)
so it's Alpha as well as fullright.
With Mask you only have the choice of opaque(non-black) or fully transparent(black). With alpha the Brightness of the Pixel will define its tranparency, the darker, the more transparent, UNLESS you load a Texture with a predefined Alpha-Channel such as a 32 Bit TGA Picture.
However, you can manipulate the Alpha-Channel of a Texture in Memory whenever you like this way:
Please note, that unlike Maskmode the Alphamode sometimes makes Problems with the Z-Order of the Objects, especially if they have intersecting parts.
You have to define this as the Textureflag, 4 for Mask or 2 for Alpha.
tex=createtexture(64,64,2 or 1)
so it's Alpha as well as fullright.
With Mask you only have the choice of opaque(non-black) or fully transparent(black). With alpha the Brightness of the Pixel will define its tranparency, the darker, the more transparent, UNLESS you load a Texture with a predefined Alpha-Channel such as a 32 Bit TGA Picture.
However, you can manipulate the Alpha-Channel of a Texture in Memory whenever you like this way:
setbuffer texturebuffer(tex) lockbuffer for j=0 to textureheight(tex)-1 for i=0 to texturewidth(tex)-1 rgb=readpixelfast(i,j) and $FFFFFF ; example of semitransparence for black parts: if rgb=0 ; black argb=(127 shl 24) or rgb ; using 127 for alphabyte else argb=rgb ; alphabyte remains zero endif writepixelfast i,j,argb next next unlockbuffer setbuffer backbuffer()
Please note, that unlike Maskmode the Alphamode sometimes makes Problems with the Z-Order of the Objects, especially if they have intersecting parts.