So.... scrolling a texture without needing variables would look like this:
PositionTexture texture, BP_GetTexturePositionU(texture) + 0.05, BP_GetTexturePositionU(texture) + 0.05
.....or.........
BP_ScrollTexture(texture, 0.05, 0.05)
I would like to know what is the advantage of using these as opposed to using regular blitz peek and poke:
BP_PeekByte%( address ) : "PeekByte@4"
BP_PeekShort%( address ) : "PeekShort@4"
BP_PeekInt%( address ) : "PeekInt@4"
BP_PeekFloat#( address ) : "PeekFloat@4"
BP_PokeByte( address,value% ) : "PokeByte@8"
BP_PokeShort( address,value% ) : "PokeShort@8"
BP_PokeInt( address,value% ) : "PokeInt@8"
BP_PokeFloat( address,value# ) : "PokeFloat@8"
PositionTexture texture, BP_GetTexturePositionU(texture) + 0.05, BP_GetTexturePositionU(texture) + 0.05
.....or.........
BP_ScrollTexture(texture, 0.05, 0.05)
I would like to know what is the advantage of using these as opposed to using regular blitz peek and poke:
BP_PeekByte%( address ) : "PeekByte@4"
BP_PeekShort%( address ) : "PeekShort@4"
BP_PeekInt%( address ) : "PeekInt@4"
BP_PeekFloat#( address ) : "PeekFloat@4"
BP_PokeByte( address,value% ) : "PokeByte@8"
BP_PokeShort( address,value% ) : "PokeShort@8"
BP_PokeInt( address,value% ) : "PokeInt@8"
BP_PokeFloat( address,value# ) : "PokeFloat@8"