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TextureStripH | |
TextureStripH ImageIndex, x1, u1, v1, x2, u2, v2, ypos | |
Parameters: ImageIndex = The Index of the image you wish to read the pixels from x1 = The starting X coordinate of the strip u1 = The starting U coord on the source image v1 = The starting V coord on the source image x2 = The ending X coordinate of the strip u2 = The ending U coord on the source image v2 = The ending V coord on the source image ypos = The Y position of this strip |
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Returns: NONE | |
TextureStripH draws a horizontal texture mapped strip to the current surface. NOTE: UV coords need to be multed by $10000 to ensure they're in the correct position for use with texture stip commands. (See bellow for reason) FACTS: * UV coords (the X/Y coords on the image) need to be in 16:16 format. Which means that their a 32bit integer, broken up into two halves. The upper 16bits are the whole number part, and the lower 16bit is the fractional part. This is useful when doing your own edge/effects calculations and then feeding the result directly into the strip render routine as it avoid truncating the UV values. * UV coords should always be positive. *UV coords should range between 0 and the source textures width/height minus 1. So To the set the U to the images right hand edge you'd go U= (Width-1) * $10000 * TextureStripH will render to the current surface, except when the user has either CaptureToScene, or CaptureToWorld activated. In either situation the drawing request will be added to the scene or world qeues. Mini Tutorial: This example draw a bunch of texture mapped strips from a source image.
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Related Info: | GouraudQuad | GouraudStripH | GouraudStripV | GouraudTri | TextureQuad | TextureStripV | TextureTri : |
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