eos,
Perhaps my SpriteControl will help here.
There is a DrawImage3D command in there that operates pretty much the same as the standard 2D DrawImage command. *
It will display the image (using quads) scaled correctly to the pixel size of the image file.
To display your image use this example:
*NB: The default hotspot/handle of the image is in the middle. Use HandleImage3D mysprite,-1,-1 to move it to the upper/left corner like the default 2d version.
The image will be very slightly blurred compared to the 2d one. Skidracer found a good way to display the images nice and sharp.
Check out the Pixies example in the code archives.
Perhaps my SpriteControl will help here.
There is a DrawImage3D command in there that operates pretty much the same as the standard 2D DrawImage command. *
It will display the image (using quads) scaled correctly to the pixel size of the image file.
To display your image use this example:
; Sprite Control - simple test Include "Sprite Control.bb" Graphics3D 640,480 SetBuffer BackBuffer() cam=CreateCamera() piv=CreateSpritePivot(cam) sprite3d=LoadImage3D("123.tga") DrawImage3D sprite3d,242,220 RenderWorld Flip WaitKey End
*NB: The default hotspot/handle of the image is in the middle. Use HandleImage3D mysprite,-1,-1 to move it to the upper/left corner like the default 2d version.
The image will be very slightly blurred compared to the 2d one. Skidracer found a good way to display the images nice and sharp.
Check out the Pixies example in the code archives.