
the memblocks are the simple part to figure out, the hard part would be morphing... especially if you don't know what the end result will be.
i mean if you had an end result it'd just be a case of
startPx(Height,Width) * endPx(Height,Width) / 255 / Frames = resultMorph
you'd then apply the resultMorph to that pixel, however each pixel is made up of a RED - GREEN - BLUE - RESERVED
which are put into a dword like
ARGB = ( (RESERVED<<24) || (RED<<16) || (GREEN<<8) || (BLUE) )
however luckily DB Memblocks will allow you to pass back either each DWORD (structured above) or each Byte which is far simpler to deal with as the structure there is just
type RGBA
red as byte
green as byte
blue as byte
alpha as byte
endtype
type DBIMGHDR
height as dword
width as dword
bits as dword
endtype
dim PixelBuffer(NumPx) as RGBA
only problem you'd face is you'd need a 3rd buffer specifically for the morphing pixel ... and then you'd have to regulate the time so they morphed right.
i wish i could help more than that but thats about the best i think i can come up with.