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。

07-26 00:37