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GML Code Example
draw_vertex_texture_colour(x, y, xtex, ytex, col, alpha)
|x||The x coordinate of the vertex.|
|y||The y coordinate of the vertex.|
|xtex||The x coordinate within the texture.|
|ytex||The y coordinate within the texture.|
|col||The colour to blend with the texture at this vertex (-1 or c_white for no blending).|
|alpha||The alpha to draw this vertex with (0-1).|
This function defines the position of a textured vertex for a
primitive. The final look of the primitive will depend on the
primitive type chosen to draw (See draw_primitive_begin for
more information), the order with which you add the vertices to it,
the position of the start and end points that you give for the
texture sample and the colour and alpha values that you have set.
To maintain the texture appearance while changing only the alpha, a
value of -1 (or c_white) may be used for the colour
argument. To end and draw the primitive you must call draw_primitive_end.
NOTE: For a texture to repeat it must be a power of two in size, ie: 32x32, 128x128, etc...
GML Code Example
draw_set_colour(c_white); var tex = background_get_texture(back); draw_primitive_begin_texture(pr_trianglestrip, tex); draw_vertex_texture_colour(0, 0, 0, 0, c_fuchsia, 1); draw_vertex_texture_colour(640, 0, 1, 0, c_blue, 1); draw_vertex_texture_colour(640, 480, 1, 1, c_red, 1); draw_vertex_texture_colour(0, 480, 0, 1, c_green, 1); draw_primitive_end();
The above code will draw a 4 vertex triangle strip (making a rectangle) textured with the texture held in the "tex" variable, and the whole texture will be used to cover the completed primitive, and it will be blended with four different colours.