This works:
Function DrawTexturedPoly(image:TImage, xyuv:Float[] , frame = 0, vertex = -1)
Local handle_x#, handle_y#
GetHandle handle_x#, handle_y#
Local origin_x#, origin_y#
GetOrigin origin_x#, origin_y#
Local D3DDriver:TD3D7Max2DDriver = TD3D7Max2DDriver(_max2dDriver)
Assert Image, "Image not found"
If D3DDriver Then
DrawTexturedPolyD3D ..
D3DDriver,..
TD3D7ImageFrame(image.Frame(frame)), ..
xyuv, handle_x, handle_y, origin_x,origin_y, vertex*4
Return
End If
Local OGLDriver:TGLMax2DDriver = TGLMax2DDriver(_max2dDriver)
If OGLDriver Then
DrawTexturedPolyOGL ..
OGLDriver,..
TGLImageFrame(image.Frame(frame)), ..
xyuv, handle_x, handle_y, origin_x,origin_y, vertex*4
Return
End If
End Function
Function DrawTexturedPolyD3D( Driver:TD3D7Max2DDriver, Frame:TD3D7ImageFrame,xyuv#[],handlex#,handley#,tx#,ty# , vertex)
'If Driver.islost Return
If xyuv.length<6 Return
Local segs=xyuv.length/4
Local len_ = Len(xyuv)
If vertex > - 1 Then
segs = vertex / 4
len_ = vertex
End If
Local uv#[] = New Float[segs*6] ' 6
Local c:Int Ptr=Int Ptr(Float Ptr(uv))
Local ii:Int = 0
For Local i=0 Until len_ Step 4
Local x# = xyuv[i+0]+handlex
Local y# = xyuv[i+1]+handley
uv[ii+0] = x*Driver.ix+y*Driver.iy+tx
uv[ii+1] = x*Driver.jx+y*Driver.jy+ty
uv[ii+2] = 0 ' *********** THIS IS THE Z-COORDINATE
c[ii+3] = Driver.DrawColor
uv[ii+4] = xyuv[i+2]
uv[ii+5] = xyuv[i+3]
ii:+6
Next
Driver.SetActiveFrame Frame
Driver.device.DrawPrimitive(D3DPT_TRIANGLEFAN,D3DFVF_XYZ| D3DFVF_DIFFUSE | D3DFVF_TEX1,uv,segs,0)
End Function
Function DrawTexturedPolyOGL (Driver:TGLMax2DDriver, Frame:TGLImageFrame, xy#[],handle_x#,handle_y#,origin_x#,origin_y#, vertex)
Private
Global TmpImage:TImage
Public
If xy.length<6 Return
Local rot# = GetRotation()
Local tform_scale_x#, tform_scale_y#
GetScale tform_scale_x, tform_scale_y
Local s#=Sin(rot)
Local c#=Cos(rot)
Const scale#=1.28
Local ix#= c*tform_scale_x*scale
Local iy#= -s*tform_scale_y*scale
Local jx#= s*tform_scale_x*scale
Local jy#= c*tform_scale_y*scale
glBindTexture GL_TEXTURE_2D, Frame.name
glEnable GL_TEXTURE_2D
glBegin GL_POLYGON
For Local i=0 Until Len xy Step 4
If vertex > -1 And i >= vertex Then Exit
Local x#=xy[i+0]+handle_x
Local y#=xy[i+1]+handle_y
Local u#=xy[i+2]
Local v#=xy[i+3]
glTexCoord2f u,v
glVertex2f x*ix+y*iy+origin_x,x*jx+y*jy+origin_y
Next
glEnd
If Not tmpImage Then tmpImage = CreateImage(1,1)
DrawImage tmpImage, -100, - 100 ' Chtob zbit' flag texturi
End Function
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