My "Glowing Line" module is now complete, for DirectX anyway. It does work with OpenGL but lacks the tForm commands - hopefully someone can help here.
The module consists of 2 functions which are :-
- Textured Poly, you set the image, frame, position and UV for each vertex. This is similar to my old function but is now a seperate module, you DO NOT need to play with the official modules to make it work!
- GlowingLine, Utilises Textured.
Here is a sneek peek, I've overdone the glow a bit here to demonstrate the effect.
Check out the Demo *** : http://www.igloader.com/examples/glow.php

The following commands work with this Module :-
- SetColor
- SetBlend
- SetRotation
- SetScale
- SetTransform
- SetAlpha
The source for this demo
The texture applied to the polys is a simple image, this image can have many frames.
This could also be acheived quite simply on Blitz3D using pretty much the same code.
The module consists of 2 functions which are :-
- Textured Poly, you set the image, frame, position and UV for each vertex. This is similar to my old function but is now a seperate module, you DO NOT need to play with the official modules to make it work!
- GlowingLine, Utilises Textured.
Here is a sneek peek, I've overdone the glow a bit here to demonstrate the effect.
Check out the Demo *** : http://www.igloader.com/examples/glow.php

The following commands work with this Module :-
- SetColor
- SetBlend
- SetRotation
- SetScale
- SetTransform
- SetAlpha
The source for this demo
Strict Import indiepath.texturedpoly SetGraphicsDriver D3D7Max2DDriver() Global vObjectList:Tlist = New Tlist Type vObject Field x# Field y# Field red Field green Field blue Field size# Field angle# Field rot# Field sides Field vx# Field vy# Method New () If vObjectList = Null Then vObjectList = New TList vObjectList.AddLast Self End Method Function Create(x#,y#,size#,angle#,sides:Int,red:Int,green:Int,blue:Int) Local v:vObject = New vObject v.x = x v.y = y v.size = size v.angle = angle v.sides = sides v.red = red v.green = green v.blue = blue v.vx = Rnd(-1,1) v.vy = Rnd(-1,1) v.rot = Rnd(-3,3) End Function Method Draw(image:tImage) SetColor Self.Red,Self.Green,Self.Blue DrawGeom(image,0,self.x,self.y,self.sides,self.size,self.angle) End Method Method Update() x:+ vx y:+ vy angle:+ rot If angle > 360 Then angle:-360 If angle < 0 Then angle:+360 If x < 0 Then x:+640 If x >640 Then x:-640 If y < 0 Then y:+480 If y > 480 Then y:-480 End Method Function DrawAll(image:Timage) For Local v:vObject = EachIn vObjectList v.Update() v.Draw(image) Next End Function End Type ' //////////////****************************************************/////////////////////// ' //////////////****************************************************/////////////////////// ' //////////////****************************************************/////////////////////// Function DrawGeom(image:tImage,frame:Int,x#,y#,sides#,length#,angle#) Local aStep# = 360 / sides Length# = (length/2)/Sin(aStep#/2) Local temp# = ((Sin(MilliSecs()/5) + 1) * 10) + 10 For Local a:Int = 0 To sides-1 Local x1# = x# - (Sin(angle + (aStep * a))*length) Local y1# = y# - (Cos(angle + (aStep * a))*length) Local x2# = x# - (Sin(angle + (aStep * (a+1)))*length) Local y2# = y# - (Cos(angle + (aStep * (a+1)))*length) DrawGlowingLine(image,frame,x1,y1,x2,y2,temp) Next End Function ' //////////////****************************************************/////////////////////// ' //////////////****************************************************/////////////////////// ' //////////////****************************************************/////////////////////// Graphics 640,480,0 SeedRnd(MilliSecs()) SetBlend(ALPHABLEND) SetAlpha(1) SetBlend(LIGHTBLEND) Local temp:TImage = LoadImage("glowing_dot.png",FILTEREDIMAGE) For Local i:Int = 0 To 100 vObject.Create(Rand(0,640),Rand(0,480),Rand(10,20),Rand(0,360),Rand(3,10),Rand(0,255),Rand(0,255),Rand(0,255)) Next While Not KeyHit(KEY_ESCAPE) Cls vObject.DrawAll(temp) Flip Wend End
The texture applied to the polys is a simple image, this image can have many frames.
This could also be acheived quite simply on Blitz3D using pretty much the same code.
