Okay... i dont know what it is that your are dong, but if you paste an image, print some text, get image again and the text is underneath the first image, your certainly doing it wrong.
I know this is DGDK.NET in C#, but it works and it uses the exact method i just described. Its not efficient, and im sure some of those DBPro sharks could make it more efficient
Just an example i quickly threw together.
class Program : CDarkGDK
{
static void Main(string[] args)
{
InitDarkGDK("<the code>");
oDBCore.SyncOn();
oDBCore.SyncRate(0);
oDB3D.MakeObjectCube(1, 100);
//Create first image
oDBBitmap.CreateBitmap(1, 128, 128);
oDBBitmap.SetCurrentBitmap(1);
oDBText.CenterText(64, 0, "Image1");
oDBImage.GetImageB(1, 0, 0, 127, 127, 1);
oDBBitmap.SetCurrentBitmap(0);
oDBBitmap.DeleteBitmap(1);
while (oDBP.LoopGDK)
{
printFPS();
oDB3D.RotateObject(1, oDB3D.ObjectAngleX(1) + 0.1f, oDB3D.ObjectAngleY(1) + 0.2f, oDB3D.ObjectAngleZ(1) + 0.3f);
oDBCore.Sync();
}
}
static void printFPS()
{
//Create second image
oDBBitmap.CreateBitmap(1, 128, 128);
oDBBitmap.SetCurrentBitmap(1);
oDBImage.PasteImage(1, 0, 0);
oDBText.CenterText(64, 64, oDBDisplay.ScreenFPS().ToString());
oDBImage.GetImageB(2, 0, 0, 127, 127, 1);
oDBBitmap.SetCurrentBitmap(0);
oDBBitmap.DeleteBitmap(1);
oDB3D.TextureObject(1, 2);
}
}
This code makes a texture with the text "Image1".
Then every single loop, i create a new bitmap, paste the first image, print the FPS as text on the bitmap reget as new image and uses that as texture.
I dont see why this should work differently for a sprite.
Using Dark GDK.NET