GetSpriteFilter |
Mode = GetSpriteFilter(ThisSprite) |
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Parameters: ThisSprite = The Sprite that you want to query
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Returns:
Mode = Flag to set filtering mode the sprite should use (0=No filtering default, 1 = Bilinear) |
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The GetSpriteFilter is used to retrieve what filtering mode a sprite is using.
FACTS:
* Sprite filtering is disabled (set to 0) by default.
* When a filtered sprite is drawn, each pixel from the sprite image is blended with it's neighboring pixels. This blending calculation is heavy (on your CPU) to performs in real time, so it's best used sparingly. Pre-calculation is recommended.
* See SpriteDrawMode for more effects that can be combined with sprite filtering.
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Example Source: Download This Example ; Load Bubble Media which is located two folders back from ; this path. BubbleImage=LoadNewFxImage("..\../Media/bubble_64x64.bmp") ; Create a number of ranomdly positioned sprites For lp=1 To 10 X=Rnd(GetScreenWidth()) y=Rnd(GetScreenHeight()) ; Create a sprite Spr=NewSprite(X,y,BubbleImage) PositionSpriteZ Spr,50 ; Center this sprites handle CenterSpriteHandle Spr ; Set The sprite to Rotated draw mode SpriteDrawMode Spr, 2 ; Scale the sprite to double it's images size ScaleSprite Spr,2 ; Set this sprites filter mode to 1 (bi-bilinear filtering) SpriteFilter Spr, Rnd(1) Next ; limit the program to a max of 60 frames per second SetFPS 60 Camera=NewCamera() Do CaptureToScene ClsScene ; Turn the sprites Sprite=GetFirstSprite() While Sprite x=GetSpriteX(Sprite) y=GetSpriteY(Sprite) ; Turn This sprite TurnSprite Sprite,0.5 CenterText x,y,"FilterState:"+Str$(GetSpriteFilter(Sprite)) ; Get the NExt Sprite Sprite=GetNextSprite(Sprite) EndWhile ; Capture the sprites to the scene buffer for camera render DrawAllSprites ; draw the screen to the backbuffer DrawCamera Camera ; Show the screen Sync ; Loop back to the Do statement to keep program running Loop |
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