Sprite Masking problem

Blitz3D Forums/Blitz3D Programming/Sprite Masking problem

An image on the backbuffer has no alpha information. When you load an image with masking, Blitz calculates the alpha from the image color. But when you copy an image into an image with masking enabled, the alpha is not calculated.

Search the code archives for code which allows you to "set any masking color". It will probably calculate the alpha for you.

Alternatively, you can just set your sprite to add blend. That will make black transparent, and may make your text look cooler as it will appear to be transparent when in front of a planet or stars.