DrawImage Help
Blitz3D Forums/Blitz3D Beginners Area/DrawImage Help| 
 | ||
| Hi, I am trying to do something very simple and draw an image to the screen. 
IMG_ball = LoadImage ("ball.bmp")
Global ballx% = 50
Global bally% = 100
Graphics 640, 480, 16, 2
DrawImage IMG_ball, ballx%, bally%
WaitKey ()
End
When do i get the message "image doesn't exist" even though they are in the same directory or am I missing something? OneHitWonder | 
| 
 | ||
| Call Graphics before loading any images, I am pretty sure when you call "graphics" it clears all the images out first. | 
| 
 | ||
| also a FLIP  command before WAIKEY() would help! | 
| 
 | ||
| I was just drawing direct to front buffer so the flip command would be useless I think. Matty was right its due to calling graphics after loading the image. OneHitWonder | 
| 
 | ||
| Matty: "I am pretty sure when you call "graphics" it clears all the images out first." It does indeed... and it still catches me out from time to time if I'm not 100% focused when I'm coding. I've learned to put the "Graphics" command as close to the top of the code as possible! ;O) There are a few things like this that aren't obvious, and catch people out and have them scratching their heads! Another one that got me was that you can't have DIM statements within a Function. | 
| 
 | ||
| @Cold Storage - Actually you can have DIM statements within a function as long as it is also Dimmed (as an initialisation) outside of the function. eg: ; outside function, perhaps near top of code DIM MyArray(0,0,0) ;3 dimensional array for example Function InitArray(maxX,maxY,maxZ) ;inside function, redim the array..clears all contents and re dimensions the array DIM MyArray(maxX,maxY,maxZ) End Function |