draw_sprite_part(sprite, subimg, left, top, width, height, x, y);绘制精灵图片的一部分 draw_sprite_part_ext(sprite, subimg, left, top, width, height, x, y, xscale, yscale, colour, alpha);如上更多参数 draw_sprite_stretched(sprite, subimg, x, y, w, h);绘制缩放精灵图片 draw_spri...
求问draw_spr..我有一个120*120的血条精灵Props,其中中间的100*100有图像,我用下面这句:draw_sprite_part(Props,0,10,10+(100-global.HP),100,glob
DRAW(DrawRect,drawRect(r.rect, r.paint)); DRAW(DrawSprite, drawSprite(shallow_copy(r.bitmap), r.left, r.top, r.paint)); DRAW(DrawText, drawText(r.text, r.byteLength, r.x, r.y, r.paint)); DRAW(DrawTextOnPath, drawTextOnPath(r.text, r.byteLength, r.path, r.matrix, r.pa...
I'm trying to use gpu_set_depth to draw part of a sprite at a higher z than another part. It's not working as I expect, so I've created a simple test object -- here's the Draw code: var origDepth = gpu_get_depth() var _zwrite = gpu_get_zwriteenable(); var _ztest = gp...
@@ -3025,7 +3025,7 @@ bool SplitGroundSpriteForOverlay(const TileInfo *ti, SpriteID *ground, RailTrack return true; } static void DrawTile_Station(TileInfo *ti) static void DrawTile_Station(TileInfo *ti, DrawTileProcParams params) { const NewGRFSpriteLayout *layout = nullptr; DrawTileSprit...
Renders part or all of the given sprite batch to the device context using the specified drawing options. Syntax C++ Copy void DrawSpriteBatch( [in] ID2D1SpriteBatch *spriteBatch, UINT32 startIndex, UINT32 spriteCount,...
I made up my own character, Truman and drew him into the Don't Starve Character Loading Screen. Post your characters here!Give them a name, a title (i.e. Firestarter), a quote, and a special ability.
TipsCurrently, only Mesh Renderers, Trail Renderers, Line Renderers, Particle Systems and Sprite Renderers are batched. This means that skinned Meshes, Cloth, and other types of rendering components are not batched. Renderers only ever batch with other Renderers of the same type....
model_sprite.h model_vbsp.h model_zymotic.h modelgen.h mprogdefs.h mvm_cmds.c netconn.c netconn.h nexuiz.ico nexuiz.rc nexuiz.xpm packages.config palette.c palette.h phys.c phys.h pmove.h polygon.c polygon.h portals.c portals.h pr_comp.h progdefs.h progs.h progsvm.h protocol....
CPU based point sprite particle system simulating a fire. Particles and their attributes are stored in a host visible vertex buffer that's updated on the CPU on each frame. Demonstrates how to update vertex buffer per frame. Also makes use of pre-multiplied alpha for rendering particles with ...