From: Nathan M. <gro...@gm...> - 2016-12-29 03:30:25
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Thanks alot, that was totally the problem! :) On Wed, Dec 28, 2016 at 5:14 PM, Lawrence Sebald <blu...@gm...> wrote: > Ah… Now that I see your post on another forum asking the same question, it > makes a bit more sense. > > As was said over on that other forum, you either need to use a translucent > or punch-thru polygon and have the background have alpha to make it > transparent. To do this, you’ll need to use a PNG (or some other format > that supports alpha), which if you’re using the image you posted over on > that other forum, then you’re already doing. Just make the background > transparent in your image editor instead of white. > > - Lawrence > > > On Dec 28, 2016, at 7:41 PM, Lawrence Sebald <blu...@gm...> wrote: > > > > I’m guessing your texture itself has a white border around whatever > you’re drawing (i.e, it’s not actually 512x512 pixels in size, but you’ve > extended the image by just resizing it and filling that in as white)? > > > > If so, what you need to do is adjust the u and v coordinates on each > vertex. These two values are what portion of the texture you want to > display. The left and top of the texture correspond to 0.0 of u and v > respectively, whereas the full extent of the texture (in this case 512 > pixels over from the left and 512 pixels down from the top) correspond to > 1.0 of u and v respectively. > > > > If your texture is actually 320x240 (for instance), then you’d want to > adjust the u and v on the bottom and right side vertices (i.e, everything > where you have 1.0) to be (320.0f / 512.0f) and (240.0f / 512.0f). > > > > Hopefully I’ve guessed what your issue is correctly and that helps > understand the process. > > > > - Lawrence > > > >> On Dec 28, 2016, at 4:12 PM, Nathan Meier <gro...@gm...> > wrote: > >> > >> I've been learning how to program with KOS. And currently I can display > images and > >> even move them around. But what I'm trying to figure out is how can I > display the > >> image without the white border behind it. Here's my current code for > drawing one of the graphics: > >> > >> void draw_ground(void) { > >> pvr_poly_cxt_t cxt; > >> pvr_poly_hdr_t hdr; > >> pvr_vertex_t vert; > >> > >> pvr_poly_cxt_txr(&cxt, PVR_LIST_OP_POLY, PVR_TXRFMT_RGB565, 512, > 512, ground_tex, PVR_FILTER_BILINEAR); > >> pvr_poly_compile(&hdr, &cxt); > >> pvr_prim(&hdr, sizeof(hdr)); > >> > >> vert.argb = PVR_PACK_COLOR(1.0f, 1.0f, 1.0f, 1.0f); > >> vert.oargb = 0; > >> vert.flags = PVR_CMD_VERTEX; > >> > >> vert.x = gx; > >> vert.y = gy; > >> vert.z = 1; > >> vert.u = 0.0; > >> vert.v = 0.0; > >> pvr_prim(&vert, sizeof(vert)); > >> > >> vert.x = gx + size; > >> vert.y = gy; > >> vert.z = 1; > >> vert.u = 1.0; > >> vert.v = 0.0; > >> pvr_prim(&vert, sizeof(vert)); > >> > >> vert.x = gx; > >> vert.y = gy + size; > >> vert.z = 1; > >> vert.u = 0.0; > >> vert.v = 1.0; > >> pvr_prim(&vert, sizeof(vert)); > >> > >> vert.x = gx + size; > >> vert.y = gy + size; > >> vert.z = 1; > >> vert.u = 1.0; > >> vert.v = 1.0; > >> vert.flags = PVR_CMD_VERTEX_EOL; > >> pvr_prim(&vert, sizeof(vert)); > >> } > >> > >> any help figuring this out would be appreciated. > >> ------------------------------------------------------------ > ------------------ > >> Check out the vibrant tech community on one of the world's most > >> engaging tech sites, SlashDot.org! http://sdm.link/slashdot______ > _________________________________________ > >> cadcdev-kallistios mailing list > >> cad...@li... > >> https://lists.sourceforge.net/lists/listinfo/cadcdev-kallistios > > > > > ------------------------------------------------------------ > ------------------ > Check out the vibrant tech community on one of the world's most > engaging tech sites, SlashDot.org! http://sdm.link/slashdot > _______________________________________________ > cadcdev-kallistios mailing list > cad...@li... > https://lists.sourceforge.net/lists/listinfo/cadcdev-kallistios > > |