The code which follows is cobbled together from a couple of examples... I am trying to create a square and then texture it (ultimately with a masked texture) - I found the restrictions on sprites to be a problem, so abandoned that strategy.
What am I missing to allow the quad to be painted (or textured directly) in the way that the cube is ?
I have messed around with EntityTexture, various texture flags and trying to scale the brush directly, all without success.
Any advice ?
What am I missing to allow the quad to be painted (or textured directly) in the way that the cube is ?
Graphics3D 640, 480 SetBuffer BackBuffer() Global gamecam = CreateCamera() Global alight = CreateLight() Global acube = CreateCube() CameraViewport gamecam, 0, 0, GraphicsWidth(), GraphicsHeight() PositionEntity alight, 0, 0, -10 PositionEntity acube, 6,0,8, True MyTexture = LoadTexture("a_256_image.jpg") MyBrush = CreateBrush(255, 255, 255) ; ;MyBrush = LoadBrush("a_256_image.jpg") Global quadmesh = CreateMesh() surf = CreateSurface( quadmesh, MyBrush) AddVertex surf, -1, 1, 0 AddVertex surf, 1, 1, 0 AddVertex surf, 1, -1, 0 AddVertex surf, -1, -1, 0 AddTriangle surf, 0, 1, 2 AddTriangle surf, 0, 2, 3 UpdateNormals quadmesh PositionMesh quadmesh, -1, 0, 8 ; Set initial uv scale values u_scale#=1 v_scale#=1 While Not KeyDown( 1 ) ; Change uv scale values depending on key pressed If KeyDown( 208 )=True Then u_scale#=u_scale#-0.01 If KeyDown( 200 )=True Then u_scale#=u_scale#+0.01 If KeyDown( 203 )=True Then v_scale#=v_scale#-0.01 If KeyDown( 205 )=True Then v_scale#=v_scale#+0.01 PaintMesh quadmesh, MyBrush PaintMesh acube, MyBrush ScaleTexture MyTexture,u_scale#,v_scale# BrushTexture MyBrush, MyTexture UpdateWorld RenderWorld Flip Wend
I have messed around with EntityTexture, various texture flags and trying to scale the brush directly, all without success.
Any advice ?