I seem to have issues grabbing 32-bit pixel data from a sprite for use with my software texture mapper (next raycast example).
How do I grab an RGB color directly from the sprite for use with my texture mapper?
Thanks in advance
Direct sprite access problem
- netmaestro
- PureBasic Bullfrog

- Posts: 8452
- Joined: Wed Jul 06, 2005 5:42 am
- Location: Fort Nelson, BC, Canada
Code: Select all
InitSprite()
OpenScreen(800,600,32,"")
CreateSprite(0,2,2,#PB_Sprite_Texture|#PB_Sprite_AlphaBlending)
StartDrawing(SpriteOutput(0))
Plot(0,0,#Red)
Plot(1,0,#Green)
Plot(0,1,#Blue)
Plot(1,1,#White)
StopDrawing()
StartDrawing(SpriteOutput(0))
*buf = DrawingBuffer()
If DrawingBufferPixelFormat() = #PB_PixelFormat_32Bits_BGR
For i = 0 To 1
For j = *buf To *buf + DrawingBufferPitch()-4 Step SizeOf(RGBQUAD)
*color.RGBQUAD = j
With *color
Debug \rgbBlue & $FF
Debug \rgbGreen & $FF
Debug \rgbRed & $FF
EndWith
Debug ""
Next
*buf+DrawingBufferPitch()
Next
EndIf
StopDrawing()
BERESHEIT
Ahh thanks. Got the texturing going with Dim and Plot (http://www.purebasic.fr/english/viewtopic.php?t=35848) but I'll definitely revisit this later 
