To be honest I didn't think this was what you meant.
Create texture automatically assumes full alpha on each pixel in the texture you have to go through the texture and set the alpha bit to 0 to mask it. See Ross C's code in the archives.
This is the kind of thing you want .. at least it'll get oyu on the right track.
Create texture automatically assumes full alpha on each pixel in the texture you have to go through the texture and set the alpha bit to 0 to mask it. See Ross C's code in the archives.
This is the kind of thing you want .. at least it'll get oyu on the right track.
Graphics3D 640,480,16,1 Global Camera = CreateCamera():PositionEntity Camera, 0,100,-200 Global Ellipse = CreateEllipse( 50 , 45 ):ScaleEntity Ellipse , 1,1,2 PointEntity Camera, Ellipse While Not KeyDown(1) TurnEntity Ellipse ,1, 1, 0 RenderWorld() Flip Wend ;========================================= ;========================================= ;========================================= Function CreateEllipse( r1# , r2# ) mesh = CreateMesh() s = CreateSurface( mesh ) For a1 = 0 To 359 a2 = ( a1+1) Mod 360 v0 = AddVertex( s, r1*Cos( a1 ) , 0 , r1*Sin( a1 ) ) v1 = AddVertex( s, r1*Cos( a2 ) , 0, r1*Sin( a2 ) ) v2 = AddVertex( s, r2*Cos( a2 ) , 0, r2*Sin( a2 ) ) v3 = AddVertex( s, r2*Cos( a1 ), 0 , r2*Sin( a1 ) ) AddTriangle s,v2,v1,v0 AddTriangle s,v0,v3,v2 Next EntityFX mesh , 16+1 EntityAlpha mesh,.5 Return mesh End Function