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After bmap_process missing text in the dest bitmap
#481419
09/11/20 19:50
09/11/20 19:50
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Joined: Aug 2003
Posts: 425
DocJoe
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If I use bmap_process(BMAP* bmDest, BMAP* bmSrc, MATERIAL* mtl); after copying text into a bmSrc, I miss the text in the bmDest. A. First I copy a small bitmap into a big buffer bitmap... bmap_blit(bmapBuffer_800x600, bmapPhoto_40x40, vector(10,10,0), vector(0,0,0)); //I copy a photo into the buffer bitmap B. 2nd I copy a text into the same big buffer bitmap... textHalloWorld.target_map = bmapBuffer_800x600; //I copy a text into the same buffer bitmap As far the big buffer bitmap 'bmapBuffer_800x600' contains small bitmap 'bmapPhoto_40x40' as well as the text 'textHalloWorld'[i].
C.After using a shader on [i]'bmapBuffer_800x600' and store the result in another bit bitmap 'bmapShader', the text is missing in the new 'bmapShader'. bmap_process(bmapShader, bmapBuffer_800x600, mtl_sepia); //text missing!
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Re: After bmap_process missing text in the dest bitmap
[Re: DocJoe]
#481420
09/11/20 20:52
09/11/20 20:52
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Joined: Aug 2003
Posts: 425
DocJoe
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proc_mode = PROC_EARLY; at the beginning of the function resolves the problem.
proc_mode = PROC_EARLY
bmap_blit(bmapBuffer_800x600, bmapPhoto_40x40, vector(10,10,0), vector(0,0,0)); //I copy a photo into the buffer bitmap
textHalloWorld.target_map = bmapBuffer_800x600; //I copy a text into the same buffer bitmap
bmap_process(bmapShader, bmapBuffer_800x600, mtl_sepia); //use sepia shader onto bmapBuffer_800x600 and store result in bmapShader
Don't take the cake to the party.
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Re: After bmap_process missing text in the dest bitmap
[Re: DocJoe]
#481421
09/11/20 21:25
09/11/20 21:25
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Joined: Aug 2003
Posts: 425
DocJoe
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I was wrong - seems you have to wait 1 tick after you put in a text into a bitmap before you use bmap_process();. bmap_blit(bmapBuffer_800x600, bmapPhoto_40x40, vector(10,10,0), vector(0,0,0)); //I copy a photo into the buffer bitmap
textHalloWorld.target_map = bmapBuffer_800x600; //I copy a text into the same buffer bitmap
wait(1);
bmap_process(bmapShader, bmapBuffer_800x600, mtl_sepia); //use sepia shader onto bmapBuffer_800x600 and store result in bmapShader
Don't take the cake to the party.
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