fg_texmap()Win32 DirectX Fastgraph/Light Prototype void fg_texmap (int *vertex_array, void *uv_array, int n); Sub fg_texmap (vertex_array() As Long, uv_array() As Any, ByVal n As Long) procedure fg_texmap (var vertex_array : integer; var uv_array; n : integer); Description The fg_texmap() function draws a projected linear texture-mapped convex polygon in screen space, with 2D clipping and automatic backface removal. This function is called internally by Fastgraph's 3D functions and is not usually called directly by applications. Parameters vertex_array is the name of the array containing the (x,y) coordinate pairs of each vertex in the destination polygon. The first array element is the x component of the first vertex, the second element is the y component of the first vertex, the third element is the x component of the second vertex, and so forth. The vertices must be stored in clockwise order, meaning you would travel clockwise along the polygon edge to go from one vertex to the next. uv_array is the name of the array containing the (u,v) texture map coordinates for each (x,y) coordinate pair in vertex_array. The first two uv_array elements represent the (x,y) values at the first vertex in vertex_array, the next two uv_array elements are for the second vertex, and so forth. The fg_tmunits() function defines if uv_array contains integer or 32-bit floating point values. n is the number of vertices in each of the above arrays. Return value none Restrictions If you attempt to fill a non-convex polygon with fg_texmap(), or if the vertices are not stored in clockwise order, only a portion of the polygon will be filled. See also fg_3Dtexturemap(), fg_3Dtexturemapobject(), fg_inside(), fg_polyoff(), fg_texmapp(), fg_texmappz(), fg_texmapz(), fg_tmdefine(), fg_tmselect(), fg_tmtransparency(), fg_tmunits()
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