Okey dokey.
It's taken a lot of research, and trawling through forum posts looking for clues.
People like Stevie G have posted a lot of useful information over the years - thanks everyone!
The first thing to note is that in my project I am using a texture size of 256 by 256 (texSize=256).
I have tried other sizes just for testing, and my technique doesn't seem to work for other sizes.
I guess the offset needs to be adjusted or something...
I'll use the x direction of an image to describe what I'm doing.
I'm actually grabbing 257 x 257 pixels at a time, and grab (N+1) will start with the 2nd last pixel from grab N.
ie.
- 1st grab will be 0 to 256
- 2nd grab will be 255 to 511
- 3rd grab will be 510 to 766
etc.
The I have to use an offset when setting the uv coordinates in the AddVertex commands. I sort of understand why this is required (directx filtering etc etc), but not well enough to explain it here without sounding silly.
Note that I am using the FreeImage library in my project, but this technique works with Blitz's normal image handling as well.
I hope someone out there finds this helpful.
If anyone can think of any improvements, or thinks I've done something wrong (or indeed if what I've done is nonsense), I'd love to hear any suggestions.
If I come up with any improvements, I'll stick them here as well.
Function getImage()
Local xCount,yCount
Local imgHandle,imgWidth,imgHeight
Local texLeft,texTop,texRight,texBottom
Local tmpBitmap,tmpImage,tmpTexture,tmpBrush
Local uvOffset#=0.5/texSize
Local xDone,yDone
imgHandle=FreeImage_LoadFunction("test image.png")
imgWidth=FreeImage_GetWidth(imgHandle)
imgHeight=FreeImage_GetHeight(imgHandle)
If imgWidth<>0 Then
If imgHeight<>0 Then
mesh=CreateMesh()
xDone=False
xCount=0
While xDone=False
yDone=False
yCount=0
While yDone=False
qd.quad=New quad
qd\surface=CreateSurface(mesh)
qd\vertex[0]=AddVertex(qd\surface,0+xCount,1+yCount,0,0+uvOffset#,0+uvOffset#)
qd\vertex[1]=AddVertex(qd\surface,1+xCount,1+yCount,0,1-uvOffset#,0+uvOffset#)
qd\vertex[2]=AddVertex(qd\surface,1+xCount,0+yCount,0,1-uvOffset#,1-uvOffset#)
qd\vertex[3]=AddVertex(qd\surface,0+xCount,0+yCount,0,0+uvOffset#,1-uvOffset#)
AddTriangle(qd\surface,qd\vertex[0],qd\vertex[1],qd\vertex[3])
AddTriangle(qd\surface,qd\vertex[2],qd\vertex[3],qd\vertex[1])
texLeft=(xCount*texSize)-xCount
texRight=texLeft+texSize
If texRight>=imgWidth Then
texRight=imgWidth
xDone=True
EndIf
texBottom=imgHeight-((yCount*texSize)-yCount)
texTop=texBottom-texSize
If texTop<=0 Then
texTop=0
yDone=True
EndIf
tmpBitmap=FreeImage_Copy(imgHandle,texLeft,texTop,texRight,texBottom)
tmpImage=FreeImage_ReadFunction(tmpBitmap)
tmpTexture=CreateTexture(texSize,texSize,1+16+32+256)
SetBuffer TextureBuffer(tmpTexture)
If texTop=0 Then
DrawImage tmpImage,0,texSize-texBottom
Else
DrawImage tmpImage,0,0
EndIf
tmpBrush=CreateBrush()
BrushTexture tmpBrush,tmpTexture
BrushFX tmpBrush,1
PaintSurface qd\surface,tmpBrush
If tmpBitmap<>0 Then
FreeImage_Unload(tmpBitmap)
EndIf
If tmpImage<>0 Then
FreeImage tmpImage
EndIf
If tmpTexture<>0 Then
FreeTexture tmpTexture
EndIf
If tmpBrush<>0 Then
FreeBrush tmpBrush
EndIf
yCount=yCount+1
Wend
xCount=xCount+1
Wend
EndIf
EndIf
If imgHandle<>0 Then
FreeImage_Unload(imgHandle)
EndIf
End Function