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TextureStripV | |
TextureStripV ImageIndex, y1, u1, v1, y2, u2, v2, xpos | |
Parameters: ImageIndex = The Index of the image you wish to read the pixels from y1 = The top Y coordinate of the strip u1 = The top U coord on the source image v1 = The top V coord on the source image y2 = The bottom Y coordinate of the strip u2 = The bottom U coord on the source image v2 = The bottom V coord on the source image xpos = The X position of this strip |
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Returns: NONE | |
TextureStripV draws a vertical texture mapped strip to the current surface. NOTE: The UV coords need to be multed by $10000 to ensure their in the correct format 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, while the lower 16 bits are 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 * TextureStripV 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 queues. 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 | ShadeBox | TextureQuad | TextureStripH | TextureTri : |
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