Kevin I was answering to your question (or was it markd's?) about that texture problem. I used to write a function for you that will solve the problem, plus will fix the bleeding edges problem of masked textures. It's in the archives now.
This really isn't a bug. It's just the way that if you draw or paint DX2D stuff to a texturebuffer, the alpha channel will be erased. i don't know exactly but I guess this is a directX "feature", since it happens during the Vram upload/refresh.
As my function shows, there are easy ways around this limitation. If you ever tried to run games that are crashing frequently yet unpredictably and noless have been officially released, then you surely love blitz3d's extraordinary stability.
There's no complete product in the world. Everything can be enhanced. But Blitz3D s a pretty complete product of its class. It is an easy to learn and to use compiler with a runtime library attached to the output. It supports a majority of DirectX7 Features and allows to create complex , fast and stabile 3D Programs.
The next generation will be BMax With Max3D, that is using a modular system, so the size of the EXE's will depend on the functions included. With Max3D that hopefuly will be available in the end of this year we will get an opportunity for up-to-date game engines etc. using latest hardware technology.
This really isn't a bug. It's just the way that if you draw or paint DX2D stuff to a texturebuffer, the alpha channel will be erased. i don't know exactly but I guess this is a directX "feature", since it happens during the Vram upload/refresh.
As my function shows, there are easy ways around this limitation. If you ever tried to run games that are crashing frequently yet unpredictably and noless have been officially released, then you surely love blitz3d's extraordinary stability.
There's no complete product in the world. Everything can be enhanced. But Blitz3D s a pretty complete product of its class. It is an easy to learn and to use compiler with a runtime library attached to the output. It supports a majority of DirectX7 Features and allows to create complex , fast and stabile 3D Programs.
The next generation will be BMax With Max3D, that is using a modular system, so the size of the EXE's will depend on the functions included. With Max3D that hopefuly will be available in the end of this year we will get an opportunity for up-to-date game engines etc. using latest hardware technology.