njRenderTextureNum Japanese
<-|INDEX|->
Renders Texture Area

FORMAT

#include <Ninja.h>
void njRenderTextureNum(n);
Uint32 n

PARAMETERS

n
texture number in the current texture list

RETURN VALUE

None

ERROR VALUE

None

FUNCTION


EXAMPLE

void njUserInit(void)
{

  /* When render texture is used, set njInitSystem frame buffer color mode
     with the texture color mode used for render texture.
  */
  njInitSystem( NJD_RESOLUTION_VGA, NJD_FRAMEBUFFER_MODE_RGB565, 1 );
  
      :

  /* Reserve texture memory area with dummy  */
  buff = njMalloc(512*512*2);
  /* Set color the same as the frame buffer color, and size to 512x512 */
  njSetTextureInfo(&info,buff,NJD_TEXFMT_RECTANGLE|NJD_TEXFMT_RGB_565,512,512);
  njSetTextureName(&texname[0],&info,0,NJD_TEXATTR_TYPE_MEMORY|
                            NJD_TEXATTR_GLOBALINDEX);

  njInitTexture( tex, 100 );
  njLoadTexture(&texlist);
  
  /* Reserved dummy area can be released after the njLoadTexture function  */
  njFree(buff);
}

Sint32 njUserMain(void)
{
      :
  
  /* Draw models etc. */
  njDrawObject( OBJECT );

      :
  
  njSetTexture(&texlist);
  /* Renders to the texture number 0. */
  njRenderTextureNum(0);

  /* Draw using rendered textures. */
  njDrawTexture( poly, 4, 0,TRUE);
  
    :
}

NOTES


RELATED TOPICS

njRenderTextureNumG

njRenderTextureNum
<-|INDEX|->

Copyright SEGA ENTERPRISES, LTD., 1997