Sprites are images that are rendered to the screen without any perspective projection and as such appear pixel-perfect. As such it is an unnecessary waste of VRAM to autogenerate mip maps for an
image you will only use for sprites.
The sprites are drawn on top of any 3D; labels are sprites with a priority value of 0 that are placed into the GUI sprite layer by default, making them be drawn on top of all normal sprites,
as well as other GUI components.
DX11 CREATE SPRITE : Return Dword = DX11 CREATE SPRITE(image, x, y, [priority], [layer])
DX11 DELETE SPRITE : DX11 DELETE SPRITE sprite
DX11 SPRITE EXISTS : Return Boolean = DX11 SPRITE EXISTS(sprite)
DX11 SET SPRITE POSITION : DX11 SET SPRITE POSITION sprite, x, y, [useCenter]
DX11 SET SPRITE ANGLE : DX11 SET SPRITE ANGLE sprite, angle
DX11 APPLY SPRITE ANGLE : DX11 APPLY SPRITE ANGLE sprite, angle
DX11 SET SPRITE SIZE : DX11 SET SPRITE SIZE sprite, width, height
DX11 SET SPRITE PRIORITY : DX11 SET SPRITE PRIORITY sprite, priority
DX11 GET SPRITE PRIORITY : Return Word = DX11 GET SPRITE PRIORITY(sprite)
DX11 SET SPRITE LAYER : DX11 SET SPRITE LAYER sprite, layer
DX11 GET SPRITE LAYER : Return Dword = DX11 GET SPRITE LAYER(sprite)
DX11 GET SPRITE POSITION X : Return Integer = DX11 GET SPRITE POSITION X(sprite)
DX11 GET SPRITE POSITION Y : Return Integer = DX11 GET SPRITE POSITION Y(sprite)
DX11 GET SPRITE ANGLE : Return Float = DX11 GET SPRITE ANGLE(sprite)
DX11 GET SPRITE WIDTH : Return Dword = DX11 GET SPRITE WIDTH(sprite)
DX11 GET SPRITE HEIGHT : Return Dword = DX11 GET SPRITE HEIGHT(sprite)
DX11 SET EXCLUDE SPRITE : DX11 SET EXCLUDE SPRITE sprite, flag
DX11 SET SPRITE CAMERA MASK : DX11 SET SPRITE CAMERA MASK sprite, mask
DX11 IS SPRITE EXCLUDED : Return Boolean = DX11 IS SPRITE EXCLUDED(sprite)
DX11 IS SPRITE OVERLAPPING : Return Boolean = DX11 IS SPRITE OVERLAPPING(spriteA, spriteB)
DX11 SET SPRITE UV : DX11 SET SPRITE UV sprite, topLeftU, topLeftV, topRightU, topRightV, bottomLeftU, bottomLeftV, bottomRightU, bottomRightV
DX11 MIRROR SPRITE : DX11 MIRROR SPRITE sprite
DX11 FLIP SPRITE : DX11 FLIP SPRITE sprite
DX11 SET SPRITE SHEET SPLIT : DX11 SET SPRITE SHEET SPLIT sprite, across, down
DX11 SET SPRITE FRAME : DX11 SET SPRITE FRAME sprite, frame
DX11 GET SPRITE FRAME : Return Dword = DX11 GET SPRITE FRAME(sprite)
DX11 PLAY SPRITE : DX11 PLAY SPRITE sprite, startFrame, finishFrame, [loop], [fps]
DX11 STOP SPRITE : DX11 STOP SPRITE sprite, [frame]
DX11 RESUME SPRITE : DX11 RESUME SPRITE sprite, [startFrame]
DX11 IS SPRITE PLAYING : Return Boolean = DX11 IS SPRITE PLAYING(sprite)
DX11 IS SPRITE LOOPING : Return Boolean = DX11 IS SPRITE LOOPING(sprite)
DX11 SET SPRITE IMAGE : DX11 SET SPRITE IMAGE sprite, image, [stage]
DX11 GET SPRITE IMAGE : Return Dword = DX11 GET SPRITE IMAGE(sprite, [stage])
DX11 SET SPRITE BUFFER : DX11 SET SPRITE BUFFER sprite, buffer, [stage]
DX11 SET SPRITE SHADER : DX11 SET SPRITE SHADER sprite, pixelShader
DX11 GET DEFAULT SPRITE SHADER : Return Dword = DX11 GET DEFAULT SPRITE SHADER()
DX11 GET SPRITE SHADER : Return Dword = DX11 GET SPRITE SHADER(sprite)
DX11 SET SPRITE CONSTANT BUFFER : DX11 SET SPRITE CONSTANT BUFFER sprite, constantBuffer
DX11 GET SPRITE CONSTANT BUFFER : Return Dword = DX11 GET SPRITE CONSTANT BUFFER(sprite)
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