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DX11 SET SPRITE IMAGE

Sets the image(s) used to draw the given sprite.
Take note that optional stage numbers can be provided; however the default sprite shader will only ever
use the first (stage 0) texture for rendering sprites. If you want to achieve multi-textured sprites you'll
have to write your own pixel shader for that and associate it with sprites using the DX11 SET SPRITE SHADER function.

Syntax

    DX11 SET SPRITE IMAGE sprite, image, [stage]

Parameters

    sprite

> Dword
> The sprite to set the new image for.

    image

> Dword
> The image to set for the specified sprite. Set to zero to remove the texture for the given stage.

    [Optional] stage

> Dword
> The texture stage to bind the given image to for the given sprite. Defaults to 0. The valid range is [0..15]. Take note that currently all sprite textures have to use the same sampler.

Returns

This function does not return a value.

See also

SPRITE Functions Menu
DX11 Function Categories