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CaptureToWorld | ||
CaptureToWorld WorldIndex | ||
Parameters: WorldIndex = The Index of the world you want to capture to |
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Returns: NONE | ||
CaptureToWorld switches PlayBASIC behavior to capture all future gfx commands to the selected World Buffer, rather than draw them immediately. All types of GFX drawing can be captured to a world buffer, from single Dots, Lines, Circles, Shapes, Images, Sprites and Text, Right through to even Maps. To view the contents of a world, we need to use a camera. Cameras are used to translate the contents of the world into the scene buffer. Once there (in the scene buffer) you can render the scene as normal with any camera. FACTS: * You can control of the Z depth of captured GFX items by using the CaptureDepth command * World Buffers are static. Once you capture to a world buffer you can't delete the stored graphics elements. Mini Tutorial: This example first creates a world buffer, then fills this world buffer full of static stars. During the main loop, it grabs a camera full of this data from the world buffer and places it in the scenebuffer. Then calls the camera to render it. This allows us to mix data from different worlds, through different cameras, and maintain the scenes depth.
This example would output.
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Related Info: | CameraGrabWorld | CreateWorld | DeleteWorld | GetFreeWorld | GetWorldStatus : |
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