I am currently loading a 640x1280 px tileset w/ dbLoadBitmap. Since I'd like to change all my images to PNG I believe I need to use dbLoadImage to preserve the alpha channel. What is the correct way to do this?
My current code to read in the tileset:
dbLoadBitmap(filename, 10);
dbSetCurrentBitmap(10);
int imgId = 1000;
// Loop 10 across 20 down, size = 64px
dbGetImage(imgId, x,y,w,h,1);
imgId++;
dbDeleteBitmap(10);
dbSetCurrentBitmap(0);
My render loop expects each tile to have an image id and unique sprite id that I can call
dbSprite(sprite,x,y,img)
dbSetSpritePriority(sprite, pri)
dbShowSprite(sprite)
if the tile is visible, otherwise dbDeleteSprite(sprite)
I don't think dbCreateAnimatedSprite is the answer for performance reasons since I'll have 300 or so sprites visible at once.