OK, here's an example implementing those U,V:s. The pixel loop is about checking whether custom alpha works on a texure without the alpha flag. (Without the alpha flag I can use 2d commands on it, according to Paul Gerfen, but I don't want to to it unless the alpha byte is still in effect which 'may or may not' be the case). What's wrong now? It doesn't even become a square now...
I know it's only me that keeps windows xp's "Santa Fe Stucco" image as "C:\windows\stucco.bmp" so it's always at hand. I don't remember its original exact path. But it's just a beige 256x256 bitmap...
Graphics3D 640,480 tex = LoadTexture("c:\windows\stucco.bmp",2) buf = TextureBuffer(tex) wid = TextureWidth(tex) hig = TextureHeight(tex) SetBuffer buf: LockBuffer() For x = 0 To wid - 1 For y = 0 To hig - 1 pixel = ReadPixelFast(x,y) WritePixelFast X,Y, x Shl 24 Or (pixel And $00ffffff) Next Next UnlockBuffer() cam = CreateCamera() mesh = CreateMesh() surf = CreateSurface(mesh) v1 = AddVertex(surf, 0,0, 0,1) v2 = AddVertex(surf, 1,0, 1,1) v3 = AddVertex(surf, 0,-1, 1,0) v4 = AddVertex(surf, 1,-1, 0,0) AddTriangle surf, v1,v2,v3 AddTriangle surf, v1,v3,v4 EntityTexture mesh, tex While Not KeyHit(1) If KeyDown(200) Then MoveEntity mesh, 0,0,+0.1 ElseIf KeyDown(208) Then MoveEntity mesh, 0,0,-0.1 ElseIf KeyDown(30) Then MoveEntity cam, 0,+0.1,0 ElseIf KeyDown(44) MoveEntity cam, 0,-0.1,0 End If UpdateWorld() RenderWorld() Flip Wend
I know it's only me that keeps windows xp's "Santa Fe Stucco" image as "C:\windows\stucco.bmp" so it's always at hand. I don't remember its original exact path. But it's just a beige 256x256 bitmap...