is an interesting, but not easy to build!
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IMPORT "C" void __stdcall glTexParameteri(unsigned int flag0, unsigned int flag1, unsigned int flag2);
GLOBAL GL_CLAMP_TO_EDGE% = 0x812F
GLOBAL GL_TEXTURE_2D% = 0x0DE1
GLOBAL GL_TEXTURE_WRAP_S% = 0x2802
GLOBAL GL_TEXTURE_WRAP_T% = 0x2803
IMPORT "C" void glTexParameteri(unsigned int flag0, unsigned int flag1, unsigned int flag2);
GLOBAL GL_CLAMP_TO_EDGE% = 0x812F
GLOBAL GL_TEXTURE_2D% = 0x0DE1
GLOBAL GL_TEXTURE_WRAP_S% = 0x2802
GLOBAL GL_TEXTURE_WRAP_T% = 0x2803
STARTPOLY num
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
POLYVECTOR x1,y1,0,0,color
POLYVECTOR x1,y1+y2,0,sy,color
POLYVECTOR x1+x2,y1+y2,sx,sy,color
POLYVECTOR x1+x2,y1,sx,0,color
ENDPOLY
Quote from: spacefractal on 2014-Sep-02
im also cant help anyone in pms too, because most of them is typical issues im wont answear again and again. Im also perfer for support Android Extras by the forum too and not pms, due most is the same im got asked for. You should sometimes give people a change to look on the code or such.
But anyway im have confirmed both bugs and have listed them in the bug section. So hopefully they got fixed in a recent update! Im do cant help any future yet in this issue.
IMPORT "C" void __stdcall glTexParameteri(unsigned int flag0, unsigned int flag1, unsigned int flag2);
GLOBAL GL_CLAMP_TO_EDGE% = 0x812F
GLOBAL GL_TEXTURE_2D% = 0x0DE1
GLOBAL GL_TEXTURE_WRAP_S% = 0x2802
GLOBAL GL_TEXTURE_WRAP_T% = 0x2803
FUNCTION z_drawstage: num%,x%,y%
STARTPOLY num
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);// Changed \\
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);// Changed \\
POLYVECTOR x1,y1,0,0,color
POLYVECTOR x1,y1+y2,0,sy,color
POLYVECTOR x1+x2,y1+y2,sx,sy,color
POLYVECTOR x1+x2,y1,sx,0,color
ENDPOLY
ENDFUNCTION