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Thread: BGRABitmap tutorial

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  1. #1
    Thanks! It works great now.

    By the way, naming a variable storedSpline does not automatically create a spline. You need to call ComputeClosedSpline. See here :
    Don't pay attention to that name. I was reusing that name from another piece of code that did use a spline.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  2. #2
    Hello,

    I've added a new tutorial about texture mapping :

    http://wiki.lazarus.freepascal.org/B...ap_tutorial_10

    Enjoy

  3. #3
    Hello people,

    I've added comments to BGRABitmap source code, so it's easy to browse and hopefully to understand it.

    You can have a look in the last zip file (3.7) :
    https://sourceforge.net/projects/lazpaint/files/src/

    If something is hard to understand, tell me so I'll add more comments.

    By the way, LazPaint textures look better, and blur filter is faster (the fast blur is very fast indeed).

  4. #4
    Thanks for the update! My Spline Editor project makes good use of the BGRABitmap library. I wouldn't have had such a good looking interface if you hadn't written those tutorials.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  5. #5
    cool

    I'm looking forward to see your spline editor.

    For those interested, I've added lightness shading (like Gouraud). It's on subversion. Here is screenshot.
    Attached Images Attached Images
    Last edited by circular; 26-04-2011 at 05:48 PM.

  6. #6
    Hello people,

    I've added CanvasBGRA property to TBGRABitmap to allow drawing with functions that work the same as the standard Canvas but with antialiasing and alphablending. The AntialiasingMode is always taken into account and there is an Opacity property added in Pen, Brush and Font.

  7. #7

    Question

    Makes me wonder if you plan to add FPGUI framework support. It really lacks of PNG support with alpha channels.

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