我想做什么
我有一个绘制过程(它起作用),它绘制到位图“ OBJmap”,然后将OBJmap放入Wholemap。所有这些都有效,但是有一个问题。即使将objmap和Wholemap设置为PF32Bit,似乎也将objmap的未定义部分视为白色,因此,当将objmap放入Wholemap时,我在粘贴的图像后面得到了一个白框,该框应该是透明的。
这仅在ATI机器上发生,但这是针对学校的,它们都具有100%的ati,因为它们很便宜(我不偏爱诚实),因此建议我使用AggPas解决此问题。
我的密码
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;
图片范例
不工作,正在工作,目前
我只能在具有默认设置的Nvidia机器上获得工作结果
wholemap.Canvas.Draw
Method,我希望它能在使用aggpass的所有计算机上正常工作。
我该怎么办我如何将objmap绘制到全图上而不绘制透明位?
最佳答案
我有同样的问题,您需要在调用Transform Image之前设置BlendMode
WG.BlendMode(AGG_BlendSrcTop);
这对我有用,但是您可能需要尝试几种混合模式才能获得正确的答案。