What im trying to do
I have a drawing procedure (it works) it draws to a bitmap "OBJmap" it then puts OBJmap into Wholemap. This all works but there is a issue. It seems to treat the undefined parts of objmap as white even though objmap and wholemap is set as PF32Bit, and hence when it puts objmap into wholemap I get a white box behind the pasted image that should be transparent.
This only happens on ATI machines, but this is for schools and they all have 100% ati because they are cheap (im not biased honest), so I was recommended to use AggPas to solve this issue.
My code
procedure DrawScene();
var
ObjLength,LineLength,Filllength,Obj,lin,angle,i,x1,y1,x2,y2:integer;
Npoints : array[0..1] of Tpoint;
WG,OG: Tagg2d;
Objmap,wholemap:TBitmap;
begin
//Set up WholeMap Bitmap
wholemap := TBitmap.Create;
wholemap.PixelFormat:=pf32bit;
wholemap.Transparent:=false;
wholemap.Width:=area;
wholemap.height:=area;
WG:= Tagg2d.create;
BitmapAlphaTransparency(wholemap, 0);
WG.attach(wholemap,False);
WG.ClearAll(255,0,0,255);
//BitmapAlphaTransparency(wholemap, 255);
//WG.MasterAlpha(255);
// itterate through each object drawing the object to OBJmap
ObjLength:=length(Objects);
for Obj:=0 to (ObjLength-1) do
if objects[Obj].Visible then
begin
//Set up Object map Bitmap
Objmap := TBitmap.Create;
Objmap.PixelFormat:=pf32bit;
Objmap.Transparent:=true;
Objmap.Width:=Objects[obj].Boundright-objects[obj].Boundleft+3;
Objmap.height:=Objects[obj].BoundTop-objects[obj].Boundbottom+3;
OG:= Tagg2d.create;
OG.attach(Objmap,False);
{OG.ClearAll(0,0,255,255); // Clears all bitmap to transparrent
OG.MasterAlpha(255);
OG.LineWidth(5);
og.AntiAliasGamma(255);
OG.
OG.LineColor(0,255,0,255);
OG.FillColor(0,255,0,255);
//OG.
OG.MoveTo(0,0);
OG.LineTo(Objmap.width-1,Objmap.height-1); }
//Draw the Lines to Objmap
LineLength:=length(objects[Obj].Lines)-1;
angle:=objects[Obj].Rotation;
for lin:=0 to (LineLength) do
begin
//Transform points
for i:=0 to 1 do
Npoints[i] := PointAddition(RotatePoint(objects[obj].Lines[lin].Point[i],angle),point(-objects[obj].boundleft,-Objects[obj].Boundbottom),false);
//draw transformed points
Objmap:=DrawLine(Npoints[0].x,Npoints[0].y,Npoints[1].x,Npoints[1].y,objects[obj].Lines[lin].Color,Objmap,OG);
end;
//Draw the Fills to Objmap
Filllength:=length(objects[Obj].Fills)-1;
for i:=0 to Filllength do
begin
//transform points
Npoints[0]:=PointAddition(RotatePoint(objects[Obj].Fills[i].Point,objects[Obj].Rotation),point(-objects[obj].boundleft,-Objects[obj].Boundbottom),false);
// fill points
Objmap:=fillpoint( Npoints[0].x, Npoints[0].y,objects[Obj].Fills[i].color,Objmap);
end;
//draw objmap to wholemap
x1:=objects[obj].Position.x+objects[obj].Boundleft-1;
y1:=area-(objects[obj].Position.y+objects[obj].Boundtop)-2;
x2:=x1+Objmap.Width;
y2:=y1+Objmap.Height;
WG.TransformImage(Objmap,x1,y1,x2,y2); //this show border
//WG.copyimage(Objmap,x1,y1); //this draws the scene up but does not handle transparencies correctly
//wholemap.Canvas.Draw(x1,y1,Objmap);//does not work in PF32bit or on ati machines
//wg.Free; // this it does not like (crash) do i need it?
Objmap.Free;
end;
// write wholemap to Visible Canvas
mainwindow.bufferim.Canvas.Draw(0,0,wholemap);
wholemap.Free;
mainwindow.RobotArea.Picture.Graphic:=mainwindow.bufferim.Picture.Graphic;
end;
Image examples
Not working ,Working and ,current respectivly
I am only able to get working result on Nvidia machines with the default
wholemap.Canvas.Draw
Method and I wish to get it to work on all machines using aggpass.
What do I do how do I draw objmap onto wholemap but not draw the transparent bits?