How would I implement a console into my program I have a solid dark blue DDS file loaded into a Texture2D variable. I can map it to the screen at (0,0), but (as expected) it's just a rectangular solid blue blob. I want to make it translucent, so that I can see some game elements moving under the console. I am already using SpriteBlendMode.AlphaBlend, but I think that's for making transparent "holes" in your bitmap files, which isn't what I want. I want the whole destination rectangle to be filled with my dark blue, but I only want the dark blue to be half intensity and blend in with what's underneath it.

Translucent Overlay Sprite (i.e. "developer console")?
Aaron Sulwer
Color col = new Color(255,255,255,50);
Cheers,
Leaf.
Will Merydith
Check out the GetData and SetData methods of the Texture2D class. You may be looking for something like this:
uint
[] data;// public void GetData(T[] data) where T : ValueType
consoleTexture.GetData<uint>(data);// TODO: Add your modify logic here
for (int index = 0; index < data.Length; index += 2){
data[index] = data[index] / 2;
}
// void SetData(T[] data, int startIndex, int elementCount, SetDataOptions options) where T : ValueType
consoleTexture.SetData<uint>(data, 0, data.Length, SetDataOptions.Discard);// The SetDataOptions.Discard operation will overwrite every location within the surface.
// This is a valid option when using dynamic textures.
eTape
There may be a way to do it programmatically, but it really doesn't make sense to do that in code when it's easier (and less costly to your program) by doing it initially with your artwork.
VulturGryphus
Thanks everyone for taking the time to respond. Leaf's solution worked great for me. I decided to make the texture white so that I could completely control the color of the console within my code.
Here's what I ended up with: http://xtknight.atothosting.com/images/tilegame1-devconsole.png
Why did they decide to go with 0.0-1.0f (float) instead of 0-255 (byte) to represent an 8-bit color value If I wanted 50/255, how would I write that in float format 0.1960784313725490196078431372549f How is the rounding handled Would 0.196f (49.98) suffice for 50 What about 0.19f (48.45) for 48 I could always just do this, right
new
Vector4(127/255, 127/255, 127/255, 1.00f)..for an RGB(127,127,127) color value at full opacity.
Also, once I mark something as an answer does it lock the thread
yandrea
If you want the sprite to be transparent then you change the alpha value of the Color parameter. In this example I'm using a Vector4 to construct the Color which means that the alpha value should be in the range 0 - 1.0 where 0 is complete transparent and 1.0 is completely solid. Note, you can still use alpha in your textures, this will just multiply the alpha values in your texture with the alpha value in the Color parameter.
Color col = new Color(new Vector4(1,1,1,0.5f)); // draw sprite 50% transparent
sprite.Begin(SpriteBlendMode.AlphaBlend);
sprite.Draw(texture, destRectangle, col);
sprite.End();
You can also change the RGB values to tint the sprite different colours. Does that help
Cheers,
Leaf.
WayneSpangler