The [_DONTBLEND](_DONTBLEND) statement turns off 32 bit alpha blending for the current image or screen mode where [_BLEND](_BLEND) is default. ## Syntax > [_DONTBLEND](_DONTBLEND) [imageHandle&] ## Parameter(s) * If imageHandle& is omitted, it is assumed to be the current [_DEST](_DEST)ination write page. ## Description * If imageHandle& is not valid, an [ERROR Codes](ERROR-Codes) error will occur. * [_DONTBLEND](_DONTBLEND) is faster than the default [_BLEND](_BLEND). **You may want to disable it**, unless you really need to use it in 32 bit. * **32 bit screen surface backgrounds (black) have zero [_ALPHA](_ALPHA) so that they are transparent when placed over other surfaces.** * Use [CLS](CLS) to make a new surface background [_ALPHA](_ALPHA) 255 or opaque. * Both [_SOURCE](_SOURCE) and [_DEST](_DEST) must have [_BLEND](_BLEND) enabled, or else colors will NOT blend. ## Example(s) Use _DONTBLEND when you want the 32 bit screen surface to be opaque so that it covers up other backgrounds. [CLS](CLS) works too. ```vb SCREEN _NEWIMAGE(1280, 720, 32) 'CLS _DONTBLEND '<<< comment out to see the difference LINE (100, 100)-(500, 500), _RGB32(255, 255, 0), BF b& = SaveBackground& PRINT "This is just test junk" PRINT PRINT "Hit any key and the text should disappear, leaving us our pretty yellow box." SLEEP RestoreBackground b& END FUNCTION SaveBackground& SaveBackground& = _COPYIMAGE(0) END FUNCTION SUB RestoreBackground (Image AS LONG) _PUTIMAGE , Image, 0 END SUB ``` Turning off blending to create transparency. ```vb SCREEN _NEWIMAGE(640, 480, 32) alphaSprite& = _NEWIMAGE(64, 64, 32) _DONTBLEND alphaSprite& ' turn off alpha-blending 'Create a simple sprite with transparency _DEST alphaSprite& FOR y = 0 TO 63 FOR x = 0 TO 63 alpha = SQR((x - 32) ^ 2 + (y - 32) ^ 2) / 32 IF alpha < 0 THEN alpha = 0 alpha = (1 - alpha * alpha) 'parabolic curve PSET (x, y), _RGBA32(255, 255, 255, alpha * 255) NEXT NEXT 'Make a simple background texture _DEST 0 FOR y = 1 TO 479 FOR x = 0 TO 639 PSET (x, y), _RGB32(x AND 255, y AND 255, (x XOR y) AND 255) NEXT NEXT 'Store background so we can show moveable objects on it background& = _COPYIMAGE 'Treat my alpha values as transparency _BLEND alphaSprite& ph = 0 DO: _LIMIT 60 x = 320 - 250 * COS(ph) - (_WIDTH(alphaSprite&) \ 2) y = 240 - 150 * COS(ph * 1.3) - (_HEIGHT(alphaSprite&) \ 2) ph = ph + 0.03 _PUTIMAGE , background&, 0 _PUTIMAGE (x, y), alphaSprite&, 0 _DISPLAY LOOP UNTIL LEN(INKEY$) ``` *Explanation:* To make the alpha image, turn alpha blending off. Otherwise PSET blends the pixel to instead of making the sprite transparent. ## See Also * [_BLEND](_BLEND) * [_BLEND (function)](_BLEND-(function)) * [Images](Images)