1. Exotica surface rect blit question

Hi all, just wondering if anyone might be able to help me with a little
problem I'm having. I'm trying to use Exotica's
SURFACE_RECT_BLIT to fill in a region on the screen. In the docs it says to
use the command
c_func(SURFACE_RECT_BLIT, {Rectangler_Region, Color})
but I'm not sure what to fill in for the rectangler region part. I've tried

funcval=c_func(SURFACE_RECT_BLIT, {  {20,20},{30,20},{20,30},{30,30} , 256})

and

funcval=c_func(SURFACE_RECT_BLIT, {  {20,30},{40,30} , 256})

among others, only crashing the program. It's a bit embarising being so
stumped by such a, I'm sure, simple thing :)

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2. Re: Exotica surface rect blit question

Naflign wrote:
>
> Hi all, just wondering if anyone might be able to help me with a little
> problem I'm having. I'm trying to use Exotica's
> SURFACE_RECT_BLIT to fill in a region on the screen.

Hi Naflign,
   It's mostly my fault because of me poor documentation.
You cant use a sequence for the Rectangler region. You will need
to make a structure and poke in the values, as an example:

-- Rect Structure for SURFACE_RECT_BLIT()
atom Rect
Rect = allocate(16)
.
.
.
poke4(Rect+0, 20)   -- Left  ( x coordinate )
poke4(Rect+4, 20)    -- Top   ( y coordinate )
poke4(Rect+8, 20+10)   -- Right ( x + width of rectangle)
poke4(Rect+12, 20+10)   -- Bottom( y + height of rectangle)

funcval = c_func( SURFACE_RECT_BLIT,{ Rect , 256})

Look at the GetPixel.exw example. I use the same function to draw
the palette in 8-bit depth mode.

Upcoming Exotica Update:
I'll stop what with I have for exotica now which is some bug fixes
for the CD_RESUME function, clear both surface buffers to black on
exotica initialization, can now draw outside of the screen without
crashing, full joystick support except for the forcefeedback joystick
and a couple of more examples.
I have other stuff to code before I can get to DirectPlay,
but for now, I will try to pretty up my documentation for the
rest of the week and try to release a minor update version 1.2 of
Exotica this coming weekend(Friday?). After that, I'll be right back
working on the poke4|mem_copy graphics to the surface part.

-- Todd Riggins

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