Maintaining alpha in an image

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In Blitz3D if you try to load a .png saved with an alpha channel, loading it into Blitz3D seems to be ok. The transparent pixels come out Transparent.

But if I try to load the same image in using LoadImage and then try to use it with Blitz2D commands, all the pixels are white and there seems to be no way of using MaskImage to get around it. Presumably because the alpha pixels have no colour and they can't be maskimage'd, I'm guessing all the pixels are going white because of that.

I'm stuck now trying to figure it out. Anyway to get around this?

Thanks in advance :)