Hi Jeroen,
Try this example with the *new* updated SpriteControl.
Should be fine now.
To grab the images without the user 'seeing' them do as Sainfohi suggests.
GrabImage3D() works on the current buffer. Just grab your stuff without Flipping and do a cls to clear the buffer.
Example:
Try this example with the *new* updated SpriteControl.
; GrabImage3D test tilesX=5 : tilesY=4 ; the include file Include "Sprite Control.bb" ; set up the 3d display Graphics3D 640,480,0,2 SetBuffer BackBuffer() img=LoadImage("f:\640x480.jpg") DrawImage img,0,0 cam=CreateCamera() piv=CreateSpritePivot(cam,0.0002) Dim s(1000) iw=640/tilesX : ih=480/tilesY For x=0 To (tilesX-1) For y=0 To (tilesY-1) num=num+1 s(num)=GrabImage3D(x*iw,y*ih,iw,ih) HandleImage3D s(num),-1,-1 DrawImage3D s(num),x*iw,y*ih Next Next RenderWorld Flip WaitKey End
Should be fine now.
To grab the images without the user 'seeing' them do as Sainfohi suggests.
GrabImage3D() works on the current buffer. Just grab your stuff without Flipping and do a cls to clear the buffer.
Example:
; GrabImage3D test2 ; the include file Include "Sprite Control.bb" ; set up the 3d display Graphics3D 640,480,0,2 SetBuffer BackBuffer() cam=CreateSpriteCamera() img=LoadImage("f:\640x480.jpg") DrawImage img,0,0 sprite=GrabImage3D(20,40,128,128) Cls Repeat Cls DrawImage3D sprite,MouseX(),MouseY() RenderWorld Flip Until KeyHit(1) End