There ought to be a better, faster way to do these two functions (the first creates a texture strip of the texture with spaces and the second adds to it)
Graphics3D 800,600,0,2 SetBuffer BackBuffer() texture = fix_texture("condensed texture.bmp",32,64,3,0) image = add_texture("new texture.bmp",texture,32,64) ;image = CreateImage(TextureWidth(texture),TextureHeight(texture)) ;SetBuffer(TextureBuffer(texture)) ;GrabImage(image,0,0) ;SetBuffer BackBuffer() DrawImage(image,5,5) Flip Print "done" WaitKey() ;t = texture file, tf = texture flags, ts = size of textures, tn = number of textures Function fix_texture(t$,tSx,tSy,tN,tF) oT = LoadImage(t) final_image = CreateImage(ImageWidth(ot)*2,ImageHeight(ot)) ;be able to put an image between them g_image = CreateImage(tSx,tSy) ;grab the images and put them into the final image spaced out For i = 0 To tN x = i*tSx SetBuffer(ImageBuffer(ot)) GrabImage(g_image,x,0) SetBuffer(ImageBuffer(final_image)) DrawImage(g_image,x*2,0) Next final_texture = CreateTexture(ImageWidth(final_image),ImageHeight(final_image),tF) SetBuffer TextureBuffer(final_texture) DrawImage(final_image,0,0) SetBuffer BackBuffer() Return final_texture End Function Function add_texture(t$,original,tSx) image = CreateImage(TextureWidth(original)+tSx*2,TextureHeight(original)) g_image = CreateImage(TextureWidth(original),TextureHeight(original)) SetBuffer TextureBuffer(original) GrabImage(g_image,0,0) SetBuffer ImageBuffer(image) new_image = LoadImage(t) DrawImage(g_image,0,0) DrawImage(new_image,TextureWidth(original),0) t = createtexture(TextureWidth(original)+tSx*2,TextureHeight(original)) setbuffer texturebuffer(t) drawimage(image) SetBuffer BackBuffer() ;return t Return image ;for testing purposes End Function