@Roland
That is not the problem. I have made a command for this but removed it because as hectic wrote Blitz has to much problems with the "CreateTextur" command on new cards and drivers. In the case where you dont need transparent values, you can create a textur like 512*512 (draw to the texturbuffer), and use a function to load it, but there is absoltely no garantie that this works with new drivers or cards.
After this you can grab your images.
Take the LoadImage3D and make your own LoadTexture3D function by modify params ans this line:
to load the textur handle
Where TexHandle is your handle that CreateTextur has returned.
bye
my game is to be able to create a draw3d image from a blitz image buffer
That is not the problem. I have made a command for this but removed it because as hectic wrote Blitz has to much problems with the "CreateTextur" command on new cards and drivers. In the case where you dont need transparent values, you can create a textur like 512*512 (draw to the texturbuffer), and use a function to load it, but there is absoltely no garantie that this works with new drivers or cards.
After this you can grab your images.
Take the LoadImage3D and make your own LoadTexture3D function by modify params ans this line:
Local DrawTexture%=LoadTexture(FDrawFile,FDrawMode)
to load the textur handle
Local DrawTexture%=TexHandle
Where TexHandle is your handle that CreateTextur has returned.
bye