d3d_primitive_begin_texture(kind, tex)
Argument | Description |
---|---|
kind | The kind of primitive you are going to draw. |
tex | The texture to use with the primitive. |
Returns: N/A
This function must be called before you define the vertexes for
a textured primitive. You must give the kind of primitive to use
(see d3d_primitive_begin for
more information) and the texture to use, which is a sprite or
background resource. One thing you must realize is that in a
texture the position (0,0) is the top-left corner, but often when
using projections the bottom-left corner is (0,0). In such a case
you might need to flip the texture vertically.
Note:If the texture has to repeat over the primitive, the
source texture must be a power of 2 in size (eg: 8x8, 128x128,
256x256 etc...), otherwise you can use any size.
var tex;
tex = background_get_texture(back);
d3d_primitive_begin_texture(pr_trianglelist, tex);
d3d_vertex_texture(0, 480, 0, 0, 0);
d3d_vertex_texture(640, 480, 0, 1, 0);
d3d_vertex_texture(640, 480, 1000, 1, 1);
d3d_vertex_texture(0, 480, 1000, 0, 1);
d3d_primitive_end();
The above code will draw a 4 vertex triangle list textured with the texture held in the "tex" variable.