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Pixelshop change image size
Pixelshop change image size






pixelshop change image size

Checks rows/columns for new number that should be same as current fill and changes to thisįor rowsAgain = pixelStoreStack to rows If columns > 1 then colourLeft = pixelStore If rows > 1 then colourAbove = pixelStore grab Memory Block pixels into an array from screen to store each fill area as a seperate valueįunction StoreFillPixels ( memBlockInput, img_width, img_height, colour_back )Ĭolour_test = GetPixel ( memBlockInput, columns-1, rows-1, img_width ) If pixelStore = pixelcheckĭrawBox( columns, rows, columns+1, rows+1, paint_R, paint_G, paint_B, paint_A, paint_F ) Click the + or - to open or close themįunction FloodFill ( paint_X, paint_Y, paint_R, paint_G, paint_B, paint_A, paint_F, paint_W, paint_H ) StoreFillPixels ( memBlock, imgWidth, imgHeight, colour_backGrnd )įloodFill ( 50, 300, 255, 0, 255, 255, 1, imgWidth, imgHeight ) SetSpritePosition ( drawImageScrNum, 0, 0 ) CreateSprite ( drawImageScrNum, drawImage ) SetOrientationAllowed( 1, 1, 1, 1 ) // 0, 0, 1, 1 horizontal value only but upside turn allowed SetVirtualResolution( imgWidth, imgHeight ) MemBlock = CreateMemblockFromImage ( drawImage )Ĭolour_backGrnd = GetPixel ( memBlock, 0, 0, imgWidth ) // Grab first pixel and set the colour as background colour Global pixelStoreStack as integerĭrawImage = LoadImage ( "/media/PIC4.png" ) I'm probably missing something, but SetRenderToScreen() seems to not properly switch back to the screen until the second Sync() call. Just as a heads up I've noticed some odd behavior with this when trying to animate textures. I just got AppGameKit yesterday, but spent a lot of time with DB Classic and DBPro a few years ago so learning this is going pretty quickly. If you need clarification of anything let me know. Hopefully I answered this in a way that helps. Now tell AGK that we want further drawing calls to be made to the screen The last argument is set to one to indicate that we want the box filledĭrawBox(0, 0, width, height, color, color, color, color, 1) Since we only want one color we specify our color argument as the same for all 4 corners Now draw a box with the upper left corner at (0, 0) and the lower right corner at (width, height) The second argument has to do with depth, which we don't want at the moment Tell AGK that we want any upcoming drawing calls to draw to our image MyImage = CreateRenderImage(width, height, 0, 0) The fourth argument means we don't want mipmapping turned on for this image The third argument of 0 means this is an RGBA image, 1 would be a depth image For the sake of this example assume the following have been set to the values we want/need:








Pixelshop change image size