If you use PRINT between STARTPOLY and POLYVECTOR,
Poly uses the FONT image as the texture.
[attachment deleted by admin]
in the german helpfile about POLYVECTOR:
QuoteZwischen STARTPOLY und ENDPOLY d?rfen keine weiteren DRAWSPRITE/PRINT-Befehle als POLYVECTOR stehen. Missachten f?hrt zu ungew?nschten Resultaten bis hin zu Systemabst?rzen!
meens:
Between START- and ENDPOLY never use DRAWSPRITE/PRINT. IF you do it you get undesired results or a systemcrash!
BTW: No bug ;)
It's in the english help too
thats in OpenGL the same!
Thanks for all the responses.
Quote from: Ocean on 2009-Sep-02
Quote from: Moru on 2009-Sep-02
It's in the english help too
that's not keeping people from trying... ;)
LOL no kidding.
Im optimizing, no time to review. :bed:
I stumbled on this by accident when gernot helped me optimize, go figgure ;P
It wasnt something i needed to incorporate into my code.
However, I used it to debug SpriteZ, i needed to "see" data during each of the thousands of passes per frame as it happens.
Its ok tho...no crash and i found the information i needed anyways, and so i removed it.
I found a TYPE bug doing this too....but this was caused because i used LOCAL AS instead of STATIC AS for a type.variable in an intialization...not a bug per say, but it did crash without any warning when i had a normal local variable with the same name.
Not really worthy of a bug report..it was user error...it did waste my time though, enough to make a mention.
As a result of all this optimizing....SPriteZ is now about 250% faster than it was last week!
Im pumping out about 2k particles at nearly 100 fps.
Im planning on publishing a beta api this week....im scrambling an optimization sweep.
-Talk to you later team,
Hemlos
Edit: By the way i meade a discovery....polyvectors....are faster than drawlines, setpixel, and drawrect.
Hey guys
I am having trouble with this.
I need to paste a square image onto a 3 sided triangle.
the triangle vertices are 120 degrees apart making each side the same length.
I want the top of the image to be centered on the first point.
the left bottom of the image on the second vertex.
and the bottom right of the image on the third point.
Like this:
POLYVECTOR x1 , y1 , PARTICLE.tX*0.5 , 0 , Color
POLYVECTOR x2 , y2 , 0 , PARTICLE.tY , Color
POLYVECTOR x3 , y3 , PARTICLE.tX , PARTICLE.tY , Color
The image wont render, however, the triangle does render perfectly, symetricaly with each point in the proper position.
I can make it render onto a right triangle just fine.
But not an even sided triangle.
PARTICLE.tX must be pixel positions, did you consider that? Not texture coordinates [0..1].
Yes i considered this.
GETSPRITESIZE Material , PARTICLE.tX , PARTICLE.tY;
[attachment deleted by admin]
ag i found the problem...i didnt set the material :\
LOOOOOOL
=D
Thanks guys..
here is the equilateral triangle screenshot
[attachment deleted by admin]