Lock the surfaces, then do some sin/cos wrangling. You should be able to find the algo around here somewhere.
Mason McCuskey
Spin Studios
www.spin-studios.com
Lock the surfaces, then do some sin/cos wrangling. You should be able to find the algo around here somewhere.
Mason McCuskey
Spin Studios
www.spin-studios.com
Mason McCuskey
Spin Studios
www.spin-studios.com
The way I've always done it (until I switched to OpenGL ) is with DrawPrimitive. Just make a texture out of your bitmap and texture it onto a polygon. I know Mark Feldman wrote a nice DrawPrimitive tutorial, but I can't remember where it is...check the 3D section of this site
Mason McCuskey
Spin Studios
www.spin-studios.com
Anyway, just my $.02 to this thread.
- Splat
x' = y*sin(a) + x*cos(a)
y' = y*cos(a) + (-x*sin(a))
BOOL PlgBlt(
HDC hdcDest, // handle to destination device context
CONST POINT *lpPoint,
// vertices of destination parallelogram
HDC hdcSrc, // handle to source device context
int nXSrc, // x-coord. of upper-left corner of source rect.
int nYSrc, // y-coord. of upper-left corner of source rect.
int nWidth, // width of source rectangle
int nHeight, // height of source rectangle
HBITMAP hbmMask, // handle to bitmask
int xMask, // x-coord. of upper-left corner of bitmask rect.
int yMask // y-coord. of upper-left corner of bitmask rect.
);