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3

It's probably multiplying the colours. That's pretty typical for a parameter like this. Each colour channel is interpreted as a value from 0 to 1, then multiplied with the corresponding colour channel of the tint colour. So: _______________ times red (1, 0, 0) = white (1, 1, 1) = red (1, 0, 0) grey (0.5, 0.5, 0.5) = ...


0

It depends entirely on your needs: using transparency keys, you usually only have fully-transparent or fully-opaque colors*; using an alpha component, you can have 255 different levels of opacity. Do you want transparent smoke and flames for your explosion sprites, or just Super-Mario-Fireball style ones, with all-or-nothing opacity? It depends on your ...


3

It is quite the same thing. When rendering occurs, the program can compute opaque and transparent pixels to be drawn for color interpolation on the screen. The only difference on the two techniques you mentioned is that trasparent images carry transparency information on their own, and color key gives transparency information to an image from within the ...



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