What im trying to do
I have a drawing procedure (it works) it draws to a bitmap “OBJmap” it then puts OBJmap into Wholemap. This all works but there is a issue. It seems to treat the undefined parts of objmap as white even though objmap and wholemap is set as PF32Bit, and hence when it puts objmap into wholemap I get a white box behind the pasted image that should be transparent.
This only happens on ATI machines, but this is for schools and they all have 100% ati because they are cheap (im not biased honest), so I was recommended to use AggPas to solve this issue.
My code
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;
Image examples
Not working ,Working and ,current respectivly



I am only able to get working result on Nvidia machines with the default
wholemap.Canvas.Draw
Method and I wish to get it to work on all machines using aggpass.
What do I do how do I draw objmap onto wholemap but not draw the transparent bits?
I had the same problem, you need to set the BlendMode before calling Transform Image
This worked for me but you may need to try several blend modes before getting the right answer.