Hello, it's me again !
I'll try to explain this as best as I can as to how I have figured out to get what I need.
First of all.
I created a Tbitmap, set the pixelformat to 32, Set the size to 320x256;
All of that is working great.
I do a FillRect and clear the surface with a specific color, for this case lets say clBlue;
That works good too, then following, I directly scan the RawImage and set Alpa channel so that I can have a blended image and this is where things go a little off the rocks.
What I found is whatever I do with the CANVAS..... prior to directly working with the RawImage, the raw Image will get updated as I would expect.
When I get ready to draw this to a canvas, lets say the FORM, I use the Canvas.Draw(0,0, MyImage);
That works however, any changes I made in the RawImage prior to that and after the clear canvans does not show.
so this is the order
Create the Image
Set the Pixel size = ps32bit;
Set the Image Size = 320x256
Set the Canvas Brush color = clBlue;
Use the Canvas FillRect etc;
Scan the RawImage and adjust the Alpha channel to $02 for instead but don't touch any of the color channels
Then I draw the image using Form's canvas.Draw(0,0, MyImage);
It seems the Tbitmap is making a GUI copy of the raw image whenever any of the Canvas items get called and after that, any changes to the Raw Image does not reflect in the GUI.
So what I Did was call the "ReleaseBitmapHandle" prior to painting to the screen and that recreates the image from what I can see and works
My question is, does this properly adjust the resources ?
Jamie