Apparently, I don't need to call MakeTransparent() on a GDI+ bitmap because I can just set pixels to Color.Transparent. So, I wasted quite a few hours trying to figure out why the transparency was going insane. Well, now I know and I can happily move on to other things.
I really only worked on Fudge for a few minutes today, but in that time, I fixed the renderer, tweaked the controls, added an infoplane value editor (the Hexadecimal property of NumericUpDown was amazing), and started on the tile palette renderer.
It works!
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