Quad is an arbitrary colored and textured four-vertex 2D polygon. It is fundamental HGE graphic primitive. To describe a quad hgeQuad structure is used:

struct hgeQuad
{
  hgeVertex  v[4];
  HTEXTURE   tex;
  int        blend;
};

Members

v
An array of four vertices, describing the quad.
tex
Quad's texture handle or 0.
blend
Quad's blending mode.

Requirements

Header: hge.h

See also

Gfx_RenderQuad, Vertex structure, Blending modes

-----------------------------------------------------------

The hgeVertex structure is used to describe vertices of which HGE graphic primitives consist.

struct hgeVertex
{
  float  x, y;
  float  z;
  DWORD  col;
  float  tx, ty;
};

Members

x
Screen X-coordinate.
y
Screen Y-coordinate.
z
Vertex Z-order ranging from 0.0 to 1.0.
If Z-buffer isn't used, the value is ignored.
col
Vertex color and opacity.
tx
Texture X-coordinate in range 0.0 to 1.0.
ty
Texture Y-coordinate in range 0.0 to 1.0.

Remarks

If you specify values outside the 0.0-1.0 range for texture coordinates, the texture data will be repeated on every integer junction. For example, it is an easy way to implement "rotozoom" effect.

Requirements

Header: hge.h

See also

Triple structure, Quad structure, Hardware color format

--------------------------------------------------------------

2008/10/06 12:53 2008/10/06 12:53
dhappy 이 작성.
TAGS , ,

Trackback URL : 이 글에는 트랙백을 보낼 수 없습니다

Trackback RSS : http://dhappy.net/rss/trackback/123

Trackback ATOM : http://dhappy.net/atom/trackback/123


« Prev : 1 : ... 347 : 348 : 349 : 350 : 351 : 352 : 353 : 354 : 355 : ... 413 : Next »