You must write pixel data using The WritePixel(Fast) commands and include an alpha value. I can't find any off hand stuff, but i did write a few functions for doing this. You can pull the code for extracting the ARGB and recombining it again.
http://www.blitzbasic.com/codearcs/codearcs.php?code=1013
In fact, screw it, i'll just put it here.
And for combining it again...
All taken from the functions i've given the link too. Hope that helps :)
http://www.blitzbasic.com/codearcs/codearcs.php?code=1013
In fact, screw it, i'll just put it here.
RGB1=ReadPixelFast(loop,loop1,TextureBuffer(texture)) r=(RGB1 And $FF0000)shr 16;separate out the red g=(RGB1 And $FF00) shr 8;green b=RGB1 And $FF;and blue parts of the color a=(RGB1 And $FF000000)Shr 24
And for combining it again...
newrgb= (a shl 24) or (r shl 16) or (g shl 8) or b ; combine the ARGB back into one value WritePixelFast(loop,loop1,newrgb,TextureBuffer(texture)); write back to the texture
All taken from the functions i've given the link too. Hope that helps :)