The setscale shouldn't be that big a deal if you create a sprite object with a method to switch the handles.
As for SetUv, search the Bmax forums here with 'Setuv'.
and they'll be lots of lovely discussions.
Basically, you reverse the UV drawing so, rather than 0.0,0.0,1.0,1.0 you make it 1.0,1.0,0.0,0.0 (I think).
Here's a quick bit of code :
(obviously that's DX only).
You might also want to look at any code for Textured Polys (texturedpoly) which should use the same SetUV mechanism and might have OGL versions.
As for SetUv, search the Bmax forums here with 'Setuv'.
and they'll be lots of lovely discussions.
Basically, you reverse the UV drawing so, rather than 0.0,0.0,1.0,1.0 you make it 1.0,1.0,0.0,0.0 (I think).
Here's a quick bit of code :
Function my_setuv(image:TImage,frame:Int,u0#,v0#,u1#,v1#) TD3D7ImageFrame(image.frame(frame)).SetUV(u0#,v0#,u1#,v1#) End Function Graphics 640,480,0 SetClsColor 255,255,255 Cls Local base:Timage = LoadImage("max.png") Local u0# = 1.0 Local v0# = 0.0 Local u1# = 0.0 Local v1# = 1.0 Local frame:Byte = 0 my_setuv(base , 0 , u0 , v0 , u1 , v1) DrawImage(base,0,0) Flip WaitKey()
(obviously that's DX only).
You might also want to look at any code for Textured Polys (texturedpoly) which should use the same SetUV mechanism and might have OGL versions.