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Dark GDK / Problem with sprite texture coordinates

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Xiotex Studios
19
Years of Service
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Joined: 26th Jun 2005
Location:
Posted: 27th Jun 2005 23:05
Okay,

re: dbSetSpriteTextureCoordinates

Which order are the vertices in?

I assume 0 is top left corner, 1 is top right, 2 is bottom right and 3 is bottom left... but setting these up results in a texture that is incorrect...

Xiotex Studios
www.xiotex.com
DarkGameSDK@xiotex.com
Xiotex Studios
19
Years of Service
User Offline
Joined: 26th Jun 2005
Location:
Posted: 27th Jun 2005 23:55
Anybody?

Xiotex Studios
www.xiotex.com
DarkGameSDK@xiotex.com
shiny
20
Years of Service
User Offline
Joined: 17th Jan 2004
Location: Santa Monica
Posted: 28th Jun 2005 03:10 Edited at: 28th Jun 2005 03:13
0 = upper left
1 = upper right
2 = lower left
3 = lower right

see the attached image for a diagram : ).

Anymore questions let me know : )

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Xiotex Studios
19
Years of Service
User Offline
Joined: 26th Jun 2005
Location:
Posted: 28th Jun 2005 04:37
Ahhh.. works fine now (I found a bug in my integration too... lol)

Thanks!

Xiotex Studios
www.xiotex.com
DarkGameSDK@xiotex.com
Xiotex Studios
19
Years of Service
User Offline
Joined: 26th Jun 2005
Location:
Posted: 28th Jun 2005 04:42
Okay, one more thing then...

Bilinear filtering - how do I enable it under Dark SDK?

Xiotex Studios
www.xiotex.com
DarkGameSDK@xiotex.com
shiny
20
Years of Service
User Offline
Joined: 17th Jan 2004
Location: Santa Monica
Posted: 28th Jun 2005 13:13
when you load an image, if the last flag is set to zero then bilinear filtering (allong with mipmaps & scaling) is turned on.

dbLoadImage( char* szFilename, int iImage, int iFlag );

Xiotex Studios
19
Years of Service
User Offline
Joined: 26th Jun 2005
Location:
Posted: 28th Jun 2005 18:51
Okay, that presents a bit of a problem then.

I need to enable bilinear filtering but turn off mipmaps.

Xiotex Studios
www.xiotex.com
DarkGameSDK@xiotex.com

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