d3d_vertex_texture_colour(x, y, z, xtex, ytex, col, alpha)
|x||The x coordinate of the vertex.|
|y||The y coordinate of the vertex.|
|z||The z coordinate of the vertex.|
|xtex||Starting x coordinate within the texture.|
|ytex||Starting 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 d3d_primitive_begin for
more information), the order with which you add the vertexes to it,
the position of the start point you set for the texture 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 d3d_primitive_end.
Note: In a texture the position (0,0) is the top-left corner, but often when using projections the bottom-left corner is (0,0). In such a case you might need to flip the texture vertically.
tex = background_get_texture(back);
d3d_vertex_texture_colour(0, 480, 0, 0, 0, c_blue, 1);
d3d_vertex_texture_colour(640, 480, 0, 1, 0, c_red, 1);
d3d_vertex_texture_colour(640, 480, 1000, 1, 1, c_green, 1);
d3d_vertex_texture_colour(0, 480, 1000, 0, 1, c_fuchsia, 1);
The above code will draw a 4 vertex triangle list textured with the texture held in the "tex" variable. Each of the 4 vertexes will be blended with a different colour.