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Posted

need one more command for using bitmap fonts.

 

DrawImage(Texture* texture, int x, int y,int offsetx, int offsety, int width, int height)

 

this function already draw all, think its easy to add.

  • Upvote 1

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Posted

What would those be offsets from? Why not just add them to x and y yourself?

 

I think he means offests within a bitmap. If that's the case then we also need bottom left/right offset to have full cropping capabilities. Once the crop is set with offset x/y/x2/y2 then x/y and w/h is used to actually position and size the cropped bitmap.

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Posted

yo, with that pixel copy i can make new smaller textures and put them into a array, thanks.

  • Upvote 1

PC : Win 10 Pro 64 Bit , 4x cores ~2 GHz , 8 GB RAM , AMD R7 265

2D : Photoline , Zooner Photo Studio 13 , Art Rage Studio 3.5.4 , Ashampoo Snap 7 , ...

3D : Shade 15 Basic , Carrara 8.5 & DAZ Studio 4.8 , Cheetah 3D 6.3.2 , Via Cad 8

Music : Samplitude Music Studio , Music Creator 7

IDE : Leadwerks Engine 3.x , Unity 5.x , (Unreal 4.8.x) , AGK v2.x , Construct 2 , (Clickteam Fusion 2.5) , ShiVa 1.9 , Game Maker Studio , MS Visual Studio .Net , Android Studio , Monkey , ...

Posted

What will work in LUA:

 

Edit the drawimage.shader (the Pixel-Shader):

On top add a uniform (don't name it "offset". That one is already used by the vertex-shader):

uniform vec2 off

 

change the line

fragData0 = drawcolor * texture(texture0,vTexCoords0);

to

fragData0 = drawcolor * texture(texture0,vTexCoords0+off);

 

Now in your LUA-Script just before the call to DrawImage set this value:

imgshader = Shader:Load("Shaders/Drawing/drawimage.shader")
if(not(imgshader:SetVec2("off", Vec2(0.1,0.1)))) then
   System:Print("Value could not be set.")
end

 

You will probably want to change the value back to (0,0) after you are done drawing. wink.png

 

Edit: (The offset will be set in percent, I think)

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