i believe it treats the frames as separate textures. try this:
Graphics3D 800,600
SetBuffer BackBuffer()
cam=CreateCamera()
PositionEntity cam,0,0,-5
light=CreateLight()
RotateEntity light,45,45,0
img=CreateImage(128,64)
SetBuffer ImageBuffer(img)
Color 255,0,0
Rect 0,0,64,64
Color 0,0,255
Rect 64,0,64,64
SetBuffer BackBuffer()
SaveImage img,"c:\blitz3d\test.bmp"
FreeImage img
t=LoadAnimTexture("c:\blitz3d\test.bmp",1+8,64,64,0,2)
s=CreateCube()
EntityTexture s,t,0
PositionTexture t,0.25,0
Repeat
UpdateWorld
RenderWorld
Flip
Until KeyHit(1)
DeleteFile "c:\blitz3d\test.bmp"
End
you'll notice that even if i position the texture, the cube's still all red, meaning that the blue part is in another texture entirely. however positiontexture seems to position all frames of a texture..
to tell the truth, i've never quite figured out the point of LoadAnimTexture. unless you were able to just change the "active" frame of the texture, it's useless. they don't really help much with animated textures, except that you can place all the frames in one file. hmm.
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