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Main forum => GLBasic - en => Topic started by: MrPlow on 2016-May-02

Title: Rotate and Stretchprite
Post by: MrPlow on 2016-May-02
Is there a custom snippet function to do a rotate and Stretchsprite or other way around?

I am trying to add simple landscape game mode using rotate and different gui control settings.
It looks workable but the problem is I want to stretch the sprite at least some of the way across the landscape screen...
I think Polyvector might help but I don't use it enough to know what to do...

I have
ROTOZOOMSPRITE 99,50,0,90,(320/ssx)*1.5

At present as the rotate and zoom factor push off the 0 value of the x axis.

Title: Re: Rotate and Stretchprite
Post by: spacefractal on 2016-May-02
do your own function, something like this:
http://www.glbasic.com/forum/index.php?topic=10691.0

Im used those function to actuelly to AVOID the offscreen images (include The Beagle Jam, which just used POLYVECTOR to draw all pixels). Etc im newer used virtual images in my games.
Title: Re: Rotate and Stretchprite
Post by: MrPlow on 2016-May-02
Thanks SF,

Will check out those and see if scaling images will work for me... :)
Title: Re: Rotate and Stretchprite
Post by: MrPlow on 2016-May-02
Hi SF

Just wondering what the performance is like with upscaling over virtual screen?

Virtual screen is one or two draw calls in addition to normal screen draws

whereas PaintImage uses a lot of math calc and stretchsprite calls with each individual draw call

I only ask as you may have done the numbers on this already...?
Title: Re: Rotate and Stretchprite
Post by: spacefractal on 2016-May-02
Im use POLYVECTOR as most, then this function im uses for enemis. Im tried ealier with Greedy Mouse with virtual screen, but perforcement Fall by half.

Howover those games more used downscaling and not upscaling. In do thinks Spot Race did not use Polyvector very much.

So i. Perifer avoid virtual screen. Im do see PRESCALER is a cool Command.