yes it may be better to use some of the alternative code to viewports floating around like these two (not by me):
' -----------------------------------------------------------------------------
' cctg_drawimagerect by TonyG (slow?)
' -----------------------------------------------------------------------------
Function cctg_DrawImageRect(image:TImage,x:Int,y:Int,xs:Int,ys:Int,width:Int,height:Int)
DrawImage LoadImage(PixmapWindow(LockImage(image),xs,ys,width,height)),x,y
End Function
' -----------------------------------------------------------------------------
' ccDrawImageArea by Ian Duff (faster?)
' -----------------------------------------------------------------------------
Function ccDrawImageArea(image:TImage, x#, y#, rx#, ry#, rw#, rh#, frame=0)
Local origin_x#, origin_y# ; GetOrigin (origin_x, origin_y)
Local tw = Pow2Size(image.width)
Local th = Pow2Size(image.height)
Local rw1# = rx + rw
Local rh1# = ry + rh
Local x0# = -image.handle_x, x1# = x0 + rw
Local y0# = -image.handle_y, y1# = y0 + rh
If rw1 > image.width
x1 = x0 + rw + image.width - rw1
rw1 = image.width
EndIf
If rh1 > image.height
y1 = y0 + rh + image.height - rh1
rh1 = image.height
EndIf
?Win32
If TD3D7ImageFrame(image.frame(frame))
Local frame:TD3D7ImageFrame = TD3D7ImageFrame(image.frame(frame))
frame.setUV(rx / tw, ry / th, rw1 / tw, rh1 / th)
frame.Draw x0, y0, x1, y1, x + origin_x, y + origin_y
frame.setUV(0, 0, image.width / Float(tw), image.height / Float(th))
Else
?
Local frame:TGLImageFrame = TGLImageFrame (image.frame(frame))
frame.u0 = rx / tw
frame.v0 = ry / th
frame.u1 = rw1 / tw
frame.v1 = rh1 / th
frame.Draw x0, y0, x1, y1, x + origin_x, y + origin_y
frame.u0 = 0
frame.v0 = 0
frame.u1 = image.width / Float(tw)
frame.v1 = image.height / Float(th)
?Win32
EndIf
?
Function Pow2Size(n)
Local ry = 1
While ry < n
ry :* 2
Wend
Return ry
End Function
End Function
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