Afaik, PureBasic doesn't currently allow for any output of a Sprite3D to anything but a DX screen. It would be very useful if the UseBuffer() command would allow for a Sprite3D to be displayed to another sprite, same as you can do with a 2D sprite. The displayed image on the 2D sprite would no more be usable as a 3D sprite, but who cares? I just want the rotated/zoomed/transformed image. Something like a SaveSprite3d() command would also be quite useful.
It is possible to accomplish the task now, you just have to go a slightly roundabout way with DisplaySprite3D() and GrabSprite(), followed by SaveSprite() and it all takes place on the backbuffer where nobody sees it if you don't FlipBuffers(). But a couple direct commands would wrap it all up nice and neat.
Render a Sprite3D onto a sprite or image
- netmaestro
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Render a Sprite3D onto a sprite or image
Last edited by netmaestro on Fri Apr 21, 2006 8:32 am, edited 2 times in total.
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