Render to image/sprite?
Render to image/sprite?
Hello, while toying with the new sprite functions (such an improvement over the previous ones! GG to the team!), I feel that a way to render to an image or, even better, a sprite is missing. Is there any (fast?) solution?
Re: Render to image/sprite?
No, this functionality was removed with PB 5.20. So far you could use the command UseBuffer(). A very powerful and useful command.
I do not understand why there is no alternative for it!
I do not understand why there is no alternative for it!
Re: Render to image/sprite?
Browsing the help I found this:
Isn't this what you need to draw on sprites?
Therefore there is an alternative...
Code: Select all
StartDrawing(SpriteOutput(#Sprite))
; do some drawing stuff here...
StopDrawing()
Therefore there is an alternative...
I am to provide the public with beneficial shocks.
Alfred Hitshock
Re: Render to image/sprite?
We can draw but previously, it was possible to display sprites directly on an other sprite. It's not possible anymore, i think, because sprite in pb are all "3d sprite" now.
There are 2 methods to program bugless.
But only the third works fine.
Win10, Pb x64 5.71 LTS
But only the third works fine.
Win10, Pb x64 5.71 LTS
Re: Render to image/sprite?
UseBuffer() was only supported on spritelib with DirectX7. As of
DirectX9 subsystem and later the default one, UserBuffer() never
worked with that and so Fred has decided to remove the command
completely.
Btw. yes, it was a really nice feature.
MFG PMV
DirectX9 subsystem and later the default one, UserBuffer() never
worked with that and so Fred has decided to remove the command
completely.
Btw. yes, it was a really nice feature.
MFG PMV
Re: Render to image/sprite?
cpu drawing isn't an alternative.fsw wrote:Browsing the help I found this:Isn't this what you need to draw on sprites?Code: Select all
StartDrawing(SpriteOutput(#Sprite)) ; do some drawing stuff here... StopDrawing()
Therefore there is an alternative...