using colorkey in C# and Directx 9.0

how to use the ColorKey and also what are the tricks about using the Colorkey ,what i should be careful about the Draw method...or other SurfaceDescription or SurfaceCaps or anything else...
Thank You Very Much!!!
hk_lok_yuAsked:
Who is Participating?

[Product update] Infrastructure Analysis Tool is now available with Business Accounts.Learn More

x
I wear a lot of hats...

"The solutions and answers provided on Experts Exchange have been extremely helpful to me over the last few years. I wear a lot of hats - Developer, Database Administrator, Help Desk, etc., so I know a lot of things but not a lot about one thing. Experts Exchange gives me answers from people who do know a lot about one thing, in a easy to use platform." -Todd S.

mikeant78Commented:
As far as I know DirectX 9 does not support "old-school" color-key in a true sence of the word, that is it does not compare source color values to determine transparency. Instead you have to fake color key through alpha testing (or alpha blending).

So what you need to do is pre-process your textures to incude a correct alpha channel (or at least an alpha bit) when you upload them to video memory.

Then you can enable alpha testing with the D3DRS_ALPHATESTENABLE render state. You should also set the alha test compare function, such as D3DCMP_GREATEREQUAL, and a refernce value. Pixels that do not meet the comparison to the refrence value criteria will be discarded.

Another (and better looking) alternative would be to use alpha blnding, although that may be a  bit more expensive depending on your needs.
0

Experts Exchange Solution brought to you by

Your issues matter to us.

Facing a tech roadblock? Get the help and guidance you need from experienced professionals who care. Ask your question anytime, anywhere, with no hassle.

Start your 7-day free trial
dcgamesCommented:
You don't specify if you are using DirectDraw or Direct3D. It makes a difference.

I am using DirectX 9.0 and DirectDraw.  Under this scenario, if you specify a ColorKey, the color (or colors) described by the colorkey are treated as FULLY TRANSPARENT. The following code creates an off-screen DirectDraw surface ready to "Blit" into a BackBuffer which is then FLIPed onto the primary buffer.

  SurfaceCaps caps = new SurfaceCaps();
  caps.OffScreenPlain = true;
  SurfaceDescription desc = new SurfaceDescription(caps);
  ColorKey clrKey = new ColorKey();
  clrKey.ColorSpaceLowValue = 0;
  clrKey.ColorSpaceHighValue = 0;
  desc.SourceDraw = clrKey;
  surface = new Surface(bitmap,desc,dev);

Notice I set the color key to Low & High to 0. This are INT32 values. A setting of 0/0 means that the PURE BLACK color in the bitmap will be treated as FULLY TRANSPARENT when you blit it onto the destination surface as follows:

   dstSurface.DrawFast(
        dstX,   dstY,
        this.surface,
        srcRectangle,
        DrawFastFlags.Wait | DrawFastFlags.SourceColorKey );

The SourceColorKey flag specifies that the color key of the SOURCE surface (desc.SourceDraw value) be treated as the transparent color. Other combinations are valid.

The question I have been unable to answer is: How do I set the color key to a different color than black!

I tried
    clrKey.ColorSpaceValueLow =
    clrKey.ColorSpaceValueHigh = Color.FromArgb(255,255,133,255).ToArgb();

But it didn't work.

      
0
It's more than this solution.Get answers and train to solve all your tech problems - anytime, anywhere.Try it for free Edge Out The Competitionfor your dream job with proven skills and certifications.Get started today Stand Outas the employee with proven skills.Start learning today for free Move Your Career Forwardwith certification training in the latest technologies.Start your trial today
Game Programming

From novice to tech pro — start learning today.