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.