LoadSprite()
Syntax
Result = LoadSprite(#Sprite, FileName$ [, Mode])Description
Load the specified sprite into memory for immediate use. If #PB_Any is used as '#Sprite' parameter, the new sprite number will be returned as 'Result'.
The sprite can be in BMP format (1 bit, 4 bits, 8 bits, 16 bits, 24 bits or 32 bits color depth, in uncompressed (non RLE) form) or any other format supported by the ImagePlugin library.
A screen should be opened with OpenScreen() or OpenWindowedScreen() before loading a sprite.
If an error occurs the value 0 is returned, otherwise the sprite was loaded successfully. A loaded sprite can be freed by using the FreeSprite() command. The following commands can be used to enable automatically more image formats:
UseJPEGImageDecoder()
UsePNGImageDecoder()
UseTIFFImageDecoder()
UseTGAImageDecoder()
The 'Mode' parameter is optional and can take the following values (also combined with the '|' operator):0 : Default mode. Sprite resides in video memory (if possible) #PB_Sprite_Memory : Sprite is loaded into main PC memory (for SpecialFX) #PB_Sprite_Alpha : Sprite is 8 bits grayscale and will be used by DisplayAlphaSprite() or DisplayShadowSprite() #PB_Sprite_Texture : Sprite is created with 3D support - useful for the CreateSprite3D() command of the Sprite3D library. #PB_Sprite_AlphaBlending: Sprite is created with per pixel alpha-channel support, the image format has to support it (only PNG and TIFF for now). The #PB_Sprite_Texture needs to be specified as well, and the sprite has to be displayed with DisplaySprite3D().Note: Sprites shouldn't be larger than the used screenmode. Using larger sprites possibly works on some hardware, on others not. Better split your large sprite to several smaller ones.
When using 8 bits screenmode (256 colors, palettized), only 8bits BMP are accepted as sprite format. The ImagePlugins or other BMP color formats aren't supported.
Supported OS
All