Closed justingardner closed 1 year ago
I think there is a more general issue here. mglBltTexture does not work as expected in coordinate frames. First, if you run the example from the help of mglCreateTexture where it sets mglScreenCoordinates, nothing shows up. Also, if you run it with the mglBltTexture(texture,[x y]) syntax, nothing shows up. Ben - Let's discuss how this is intended to work...
Ok, partially fixed for the coordinates - width and height were being defaulted to 1 instead of being defaulted to the pixel size.
Some of the issues with this have been resolved, like mglTextDraw should be working now. We might be a lot closer to having this work.
I could use a target to aim for, since I haven't seen how it used to look. Is there a way to get some more detail or a mockup of the intended behavior?
Seems to be working now.
mglTestTex does not work properly - the first screen shows the Gabors nor properly silhouetted - the other screens show the Gabors tiny.
Also mglTestTexMulti - this one, I think has to do with passing in an array of textures and should be fixed.
mglTestTexFast - this one probably doesn't need to be fixed, probably uses legacy ways of making tex drawing fast, and could be deleted from the repo if that is the case.