Additive/Blending Problem with background

Blitz3D Forums/Blitz3D Programming/Additive/Blending Problem with background

Alpha can handle 256 levels of transparency, like rgb, hence 32bit argb.

When a DXT3 is saved with Alpha and then loaded as Mask in Blitz, the countours will be interpolated, as I said before.

For the peak thing I'd suggest to use a decreasing gravity variable, something like this:

jump#=2.0

while game

y#=y+jump
jump=jump-.1
if jump<-2 then jump=2
...