Can anybody help me figure out what the problem is? I've tried this with both TextureBuffers and ImageBuffers. Neither seems to work. I can load and display the images individually by copying them to the backbuffer, but when I call the function, it just produces a black box.
I'm still very new at this and I wrote this code without a firm experience-based understanding of what each command does, just the info I've read in the Blitz3D command reference. So probabaly, one of the commands I used doesn't do what I think it does.
If anyone can explain what the problem is, or can make this work, please let me know.
Thanks in advance for any helpful replies. :)
I'm still very new at this and I wrote this code without a firm experience-based understanding of what each command does, just the info I've read in the Blitz3D command reference. So probabaly, one of the commands I used doesn't do what I think it does.
If anyone can explain what the problem is, or can make this work, please let me know.
Thanks in advance for any helpful replies. :)
Graphics3D 800,600,16,0 camera=CreateCamera() Global Target= CreateImage(64,64) Global Source1= LoadImage("tex1.bmp") Global Source2= LoadImage("tex2.bmp") AddBlend(Source1,Source2,Target) Repeat Mil1=MilliSecs() UpdateWorld RenderWorld SetBuffer BackBuffer() CopyRect 0,0,64,64,0,0,ImageBuffer(Target),BackBuffer() Mil2= MilliSecs() Color 255,255,0 Text 4,500,"Render time: "+(Mil2-Mil1) Flip Until KeyDown(1) Function AddBlend(SourceTexture1,SourceTexture2,TargetTexture) For x = 0 To 64 For y = 0 To 64 SetBuffer ImageBuffer(SourceTexture1) GetColor x,y r1#=ColorRed g1#=ColorGreen b1#=ColorBlue SetBuffer ImageBuffer(SourceTexture2) GetColor x,y r2#=ColorRed g2#=ColorGreen b2#=ColorBlue SetBuffer ImageBuffer(TargetTexture) Color r1#+r2#,g1#+g2#,b1#+b2# Plot x,y Next Next End Function