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Showing content with the highest reputation on 01/08/22 in all areas

  1. here's a version of blit that makes the most sense to me and works perfectly for what I'm doing: blit( int xPos, // x position relative to the screen image below it (not the entire screen). int yPos, // y position relative to the screen image below it (not the entire screen). int blitOffset, // z position (blitOffSet) float textureX, // x position on the texture image to draw from float textureY, // y position on the texture image to draw from int imgSizeX, // x image size to display (like crop in PS) int imgSizeY, // y image size to display (like crop in PS) int scaleY, // y image size (will scale image to fit) int scalex) // x image size (will scale image to fit) it's still a little confusing to use the first time. if you have something like: blit(10, 10, 10, 0F, 0F, 64, 64, 64, 64); you will end up with an image that is 64x64 that contains the entire image scaled to fit 64x64 of you do something like: blit(10, 10, 10, 0F, 0F, 64, 64, 32, 32); you get an image that is 64x64 but that contains 4 copies of your image in a 2x2 grid that are all 32x32.

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