Question about transparency in Dinkcraft
Question for Dan/Beuc:
Hmm, I was testing Dinkcraft and noticed transparency wasn't working on some buildings. A closer look shows the bmp itself doesn't use 255,255,255 for white but 252,252,252. (it is at index 255)
So I checked on 1.08, same thing, no transparency.
But I figured there is no way that was intentional so I downloaded freedink and tested it and it DOES properly make that 252,252,252 transparent.
See pic: http://prntscr.com/gmf2jk
Anyway, what am I missing? Does freedink have code that forces index 255 to be transparent? Or perhaps allows "almost white" or something like that? Not sure if should also do that or what.
Hmm, I was testing Dinkcraft and noticed transparency wasn't working on some buildings. A closer look shows the bmp itself doesn't use 255,255,255 for white but 252,252,252. (it is at index 255)
So I checked on 1.08, same thing, no transparency.
But I figured there is no way that was intentional so I downloaded freedink and tested it and it DOES properly make that 252,252,252 transparent.
See pic: http://prntscr.com/gmf2jk
Anyway, what am I missing? Does freedink have code that forces index 255 to be transparent? Or perhaps allows "almost white" or something like that? Not sure if should also do that or what.
Ugh.
I think we might just be better off updating those D-Mods that are affected by this issue instead of trying to 'fix' DinkHD.
I'm not sure how this worked in old-school 1998 Dink. Did it auto-convert different palettes to the closest Dink palette color (hence converting 252,252,252 to 255,255,255)? It must have.
Maybe that's what Freedink does?
I think we might just be better off updating those D-Mods that are affected by this issue instead of trying to 'fix' DinkHD.
I'm not sure how this worked in old-school 1998 Dink. Did it auto-convert different palettes to the closest Dink palette color (hence converting 252,252,252 to 255,255,255)? It must have.
Maybe that's what Freedink does?