@Basjak,
The only thing I can't figure out is why you went with Binary when it would have been much easier to use ARGB hex values
For example an (R,G,B,) value of (73,148,183) a turqouise blue
with say 50% Transparency or Alpha becomes...
...The larger the Alpha the more opaque it is.
Alpah 50% = 255/2 = 127 Dec = 7F Hex (throw out the decimal)
Red 73 Dec = 49 Hex
Green 148 Dec = 94 Hex
Blue 183 Dec = B7 Hex
So ARGB = 0x7F4994B7
you can even use that directly with say the ink command
ink 0x7F4994B7, 0xFF000000
FF Hex = 255 dec
00 Hex = 0 dec
So figuring out colors is relatively easy just by sight.
For Example a fully expressed red channel with full opaque in ARGB is...
0xFFFF0000
Full white, 100% opaqueness...
0xFFFFFFFF
Full black, 100% opaqueness...
0xFF000000
Full black, 100% transparency...
0x00000000
There are hex RGB color charts all over the web. Just add the alpha channel value to the front of any RGB chart.
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@Daniel wright 2311,
I use to encounter issues with bitmaps and transparency. My answer to the issue was to use load image and paste image noting the transparency flags. Even when using load bitmap command I generally stick to this routine (Not sure if it's actually an issue anymore, but we all get into our habits and never look back) as my failsafe.
LOAD BITMAP "Filename.bmp",Bitmap Number
GET IMAGE Image Number, Left, Top, Right, Bottom, Texture Flag
Texture Flag
Integer
The value of the texture flag to use (0-use stretching, filter, colorkey, or 1-no stretching, no filter, colorkey, or 2-use stretching, no filter, no colorkey, or 3-no stretching, no filter, no colorkey
PASTE IMAGE Image Number, X, Y, Transparency
If the optional transparency flag is set to one, by default all coloured pixels of RGB(0,0,0) are not drawn. Or whatever color you set using SET IMAGE COLORKEY color.
DELETE BITMAP Bitmap Number
Hope that helps.
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