1.) Ok, for the ZoomSprite3D command... I know in the manual it states that all textures used (aka 2dSprites) must be 256x256 or lower squared. However, there is a zoom command (which I assume to be resize, as it doesn't just zoom...). Now, since this resizes a 3d sprite, and it asks for both width and height, does that mean, I can resize a 256x256 sprite to say... 800x600? It no longer has to be squared?
2.) Is there a way for me to create a blank 3D sprite, (maybe off a blank 2D sprite), then bltbit to it using the UseBuffer() command? According to the help under "UseBuffer()", it's worded that it may be possible... Reason I would like to know is due to quality loss when expanding an image from small to big.
Unfortunately, it looks like I will be using Sprite3D dispite it is only on windows ...................... hopefully Fred will fix that..
ZoomSprite3D and other questions..
1) Yes, it's the texture which your be square. The sprite itself can be anysize.
2) Not directly, because a Sprite3D doesn't really exist (it's just 4 vertices associated with a 2D sprite). You can blit it on the backbuffer, then grab it (GrabSprite()), it's very fast.
About the linux issue, I don't have found a way to mix opengl and SDL at the same time, that's why it's not done (for now..)
2) Not directly, because a Sprite3D doesn't really exist (it's just 4 vertices associated with a 2D sprite). You can blit it on the backbuffer, then grab it (GrabSprite()), it's very fast.
About the linux issue, I don't have found a way to mix opengl and SDL at the same time, that's why it's not done (for now..)
That's why it's 'grabsprite' and not 'grabsprite3D' and why it's in the 'Sprite' doc section and not 'Sprite3D' one..Shannara wrote:The grabsprite doesntwork directly with createsprite3d etc, only 2d sprites, in case someone wants to know.
Yes, that's a good idea. I will dig in this direction to see how OpenGL is good in 2D..Shannara wrote: As for the linux issue ..Why not pure OpenGL to emulate 2D?

