Hi,
In your example you are drawing directly to the back buffer using Plot. This is why you see the untiled dots. Unlike Blitz2D there's no SetBuffer() command, so things have to be done a little bit differently. Basically, how I understand it is the image itself is stored in video ram, so to access it you need to get it into CPU addressable ram using the LockImage function. LockImage returns a pixmap onto which you can then draw whatever you want using WritePixel. Example:
In your example you are drawing directly to the back buffer using Plot. This is why you see the untiled dots. Unlike Blitz2D there's no SetBuffer() command, so things have to be done a little bit differently. Basically, how I understand it is the image itself is stored in video ram, so to access it you need to get it into CPU addressable ram using the LockImage function. LockImage returns a pixmap onto which you can then draw whatever you want using WritePixel. Example:
Graphics 640, 480, 0 ImageTile:TImage = CreateImage(32, 32) Pixmap = LockImage(ImageTile) For Px = 0 To 100 Alpha = 255; Red = 255; Green = 255; Blue = 255 WritePixel(Pixmap, Rand(0, 31), Rand(0, 31), .. (Alpha Shl 24) + (Red Shl 16) + (Green Shl 8) + (Blue)) Next UnlockImage ImageTile While Not KeyDown(KEY_ESCAPE) Cls Count = Count + 1 If Count > 31 Count = 0 TileImage ImageTile, Count, Count Flip Wend