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@@ -1776,52 +1776,6 @@ Function SetRenderImage(renderImage:TRenderImage)
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End Function
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-Rem
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-bbdoc: Create a #TPixmap from a render image
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-about:
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-@renderImage defines the render image from where the #TPixmap is to generate
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-
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-returns: #TPixmap of the render image
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-End Rem
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-Function CreatePixmapFromRenderImage:TPixmap(renderImage:TRenderImage)
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- RuntimeError "Not implemented"
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- 'Return TMax2DGraphics.Current().CreatePixmapFromRenderImage(renderImage)
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-End Function
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-
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-Rem
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-bbdoc: Backup the render image (from GPU to RAM)
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-about:
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-When a running application is suspended (eg user logs out from the OS or hibernation)
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-then Direct3D-graphics loose their context ("D3DERR_DEVICELOST").
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-To enable restoration an render image needs to "persist" as else after resume the texture
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-will be blank.
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-Use this for dynamically created render image content which you do not re-draw each frame.
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-Also use #RenderImageValid() to check if content needs to be recreated.
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-
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-@renderImage defines the render image to backup
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-End Rem
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-Function PersistRenderImage:Int(renderImage:TRenderImage)
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- RuntimeError "Not implemented"
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- 'If renderImage Then Return renderImage.Persist()
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- 'Return False
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-End Function
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-
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-Rem
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-bbdoc: Check if render image content is still valid
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-about:
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-When a running application is suspended (eg user logs out from the OS or hibernation)
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-then Direct3D-graphics loose their context ("D3DERR_DEVICELOST") and so the textures.
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-If that happens, the render image is flagged to no longer be valid.
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-
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-@renderImage defines the render image to backup
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-
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-returns: False if content the render image needs to be recreated
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-End Rem
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-'Function RenderImageValid:Int(renderImage:TRenderImage)
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-' RuntimeError "Not implemented"
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-'End Function
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-
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-
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Const COLLISION_LAYER_ALL:Int=0
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Const COLLISION_LAYER_1:Int=$0001
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Const COLLISION_LAYER_2:Int=$0002
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