Yes, very true jfk :-)
I've hit a snag though. The following code (slightly different from what I posted above) works fine on one PC (with Geforce 4 gfx), but on another (with Intel gfx) the ReadPixelFast returns $0000FFFF for pixels that are quite clearly black (should be $00000000). In fact, for all pixels the Green and Blue are always $FF.
Anyone got any ideas why this might happen?
I've hit a snag though. The following code (slightly different from what I posted above) works fine on one PC (with Geforce 4 gfx), but on another (with Intel gfx) the ReadPixelFast returns $0000FFFF for pixels that are quite clearly black (should be $00000000). In fact, for all pixels the Green and Blue are always $FF.
Anyone got any ideas why this might happen?
Local TexBuff = TextureBuffer(Texture) LockBuffer(TexBuff) For X = 0 To TextureWidth(Texture) -1 For Y = 0 To TextureHeight(Texture) -1 Local RGB = ReadPixelFast(X, Y, TexBuff) And $00ffffff Local Red = (RGB Shr 16) And $ff Local Green = (RGB Shr 8) And $ff Local Blue = RGB And $ff Local Alpha = (Red + Green + Blue) / 3 DebugLog (Hex(RGB) + " > " + Red + ", " + Green + ", " + Blue + " = " + Alpha) WritePixelFast(X, Y, (Alpha Shl 24) Or RGB, TexBuff) Next Next UnlockBuffer(TexBuff)