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DrawRotatedImage | |
DrawRotatedImage ImageNumber, Xpos, Ypos, Angle#, ScaleX, ScaleY, HandleX, HandleY, TransparentFlag | |
Parameters: ImageNumber = The identifier of this image Xpos = The X coordinate to draw the image at Ypos = The Y coordinate to draw the image at Angle# = The angle of the rotated image ScaleX = A scaler that is applied to the width ScaleY = A scaler that is applied to the height HandleX = X offset for rotations axis point HandleY = Y offset for rotations axis point TransparentFlag = Render the image with or without transparency (0=solid, 1=transparent) |
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Returns: NONE | |
The DrawRotatedImage command renders a rotated image to the current surface. Generally the current surface will be the screen, but you can draw rotated images directly onto another images also. 0 = Solid 1 = Transparent (uses mask colour or alpha channel on AFX images) 8 = Solid With Bilinear Filter 9 = Transparent With Bilinear Filter (uses mask colour or alpha channel on AFX images) FACTS: * DrawRotatedImage can react to some InkModes. Such as AlphaBlend, Alpha50, AlphaSub, AlphaAdd. * DrawRotatedImage renders the image to the current surface, except when the user either CaptureToScene, or CaptureToWorld are activated. In either situation the render request will be added to the scene or world queues. * Image Rotation is done via the computers cpu, rather than a graphics card. So it should be used sparingly. * Note: For best rotation performance, your image should been previously prepared as an FX image using the PrepareFxImage,LoadFxImage,NewFxImage etc.. commands. |
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Example Source: Download This Example
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Related Info: | DrawAlphaImage | DrawImage | GridImage | LoadAFxImage | LoadFxImage | LoadImage | PrepareAFXimage | PrepareFXImage | TileImage : |
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