It works this way,
do you need the texture to be masked? because that's the problem, if you use flags 1+2 then there is no problem, this way you don't even need the "do_mask()" function, I think :)
test this:
do you need the texture to be masked? because that's the problem, if you use flags 1+2 then there is no problem, this way you don't even need the "do_mask()" function, I think :)
test this:
Graphics3D 640,480 camera=CreateCamera() CameraClsColor camera,50,50,50 light=CreateLight() RotateEntity light,90,0,0 cube=CreateCube() PositionEntity cube,0,0,3 EntityFX cube,1+16 ;;;;;;;;;;; texture=CreateTexture(256,256,1+2) ClsColor 0,0,0 Cls For r=1 To 10 Color Rand(100,255),Rand(100,255),Rand(100,255) Rect Rand(10,64),Rand(10,64),Rand(20,100),Rand(20,100),False Next Color 255,255,255 For t=1 To 20 Text Rand(10,200),Rand(10,200),"TESTING..." Next CopyRect 0,0,256,256,0,0,BackBuffer(),TextureBuffer(texture) ;;;;;;;;;;; EntityTexture cube,texture While Not KeyDown( 1 ) pitch#=0 yaw#=0 roll#=0 If KeyDown( 208 )=True Then pitch#=-1 If KeyDown( 200 )=True Then pitch#=1 If KeyDown( 203 )=True Then yaw#=-1 If KeyDown( 205 )=True Then yaw#=1 If KeyDown( 45 )=True Then roll#=-1 If KeyDown( 44 )=True Then roll#=1 TurnEntity cube,pitch#,yaw#,roll# RenderWorld Flip Wend End