Hi to all, i have another question, anyone knows a speed way to draw only a part of a loaded image?
Thank you!
Thank you!
' ----------------------------------------------------------------------------- ' ccDrawImageArea by Ian Duff (faster?) ' ----------------------------------------------------------------------------- ' Note that this code works fine in DirectX or OpenGL on PCs - it autodetects (JB). Function ccDrawImageArea(image:TImage, x#, y#, rx#, ry#, rw#, rh#, theframe=0) Local origin_x#, origin_y# ; GetOrigin (origin_x, origin_y) Local tw = Pow2Size(image.width) Local th = Pow2Size(image.height) Local rw1# = rx + rw Local rh1# = ry + rh Local x0# = -image.handle_x, x1# = x0 + rw Local y0# = -image.handle_y, y1# = y0 + rh If rw1 > image.width x1 = x0 + rw + image.width - rw1 rw1 = image.width EndIf If rh1 > image.height y1 = y0 + rh + image.height - rh1 rh1 = image.height EndIf ?Win32 If TD3D7ImageFrame(image.frame(theframe)) Local frame:TD3D7ImageFrame = TD3D7ImageFrame(image.frame(theframe)) frame.setUV(rx / tw, ry / th, rw1 / tw, rh1 / th) frame.Draw x0, y0, x1, y1, x + origin_x, y + origin_y frame.setUV(0, 0, image.width / Float(tw), image.height / Float(th)) Else ? Local frameA:TGLImageFrame = TGLImageFrame (image.frame(theframe)) frameA.u0 = rx / tw frameA.v0 = ry / th frameA.u1 = rw1 / tw frameA.v1 = rh1 / th frameA.Draw x0, y0, x1, y1, x + origin_x, y + origin_y frameA.u0 = 0 frameA.v0 = 0 frameA.u1 = image.width / Float(tw) frameA.v1 = image.height / Float(th) ?Win32 EndIf ? Function Pow2Size(n) Local ry = 1 While ry < n ry :* 2 Wend Return ry End Function End Function