我想做什么
我有一个绘图过程(它有效),它绘制到一个位图" OBJmap“,然后将OBJmap放入Wholemap。这一切都是可行的,但有一个问题。它似乎将objmap中未定义的部分视为白色,尽管objmap和整体性地图被设置为PF32Bit,因此当它将objmap放入整个地图中时,我会在粘贴的图像后面得到一个应该是透明的白色框。
这只发生在ATI机器上,但这是针对学校的,它们都有100%的ati,因为它们很便宜(我不是偏见诚实的),所以建议我使用AggPas来解决这个问题。
我的代码
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;图像示例
不工作,不工作



我只能在默认的Nvidia机器上获得工作结果。
wholemap.Canvas.Draw方法,我希望它能够在所有使用aggpass的机器上工作。
我该怎么做?如何在全地图上绘制讣告,而不是绘制透明的比特?
发布于 2010-12-06 16:09:58
我也有同样的问题,您需要在调用Transform之前设置BlendMode
WG.BlendMode(AGG_BlendSrcTop);这对我有效,但你可能需要尝试几个混合模式,然后才能得到正确的答案。
发布于 2010-07-19 07:42:40
尝试BitmapAlphaTransparency(整体性地图,0);在WG.attach之前。
https://stackoverflow.com/questions/3276733
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