GuiBitmapCtrl setValue() - what gives?
by David Russell · in Torque Game Engine · 06/01/2005 (5:57 pm) · 2 replies
Hi,
I'm wondering what the purpose is of the lines
x+=texture->bitmapWidth/2;
y+=texture->bitmapHeight/2;
in GuiBitmapCtrl::setValue().
I'm using this control to display a rotating compass (like on flight sims). I have the 'wrap' flag turned on and use setValue() to update the current offset of the image. This works nicely, but there are problems, the most obvious of which is that the texture is drawn half way down. If I comment out these two lines then all works as I expect it to.
I'm just wondering what these lines were intended for in the first place?
Dave.
I'm wondering what the purpose is of the lines
x+=texture->bitmapWidth/2;
y+=texture->bitmapHeight/2;
in GuiBitmapCtrl::setValue().
I'm using this control to display a rotating compass (like on flight sims). I have the 'wrap' flag turned on and use setValue() to update the current offset of the image. This works nicely, but there are problems, the most obvious of which is that the texture is drawn half way down. If I comment out these two lines then all works as I expect it to.
I'm just wondering what these lines were intended for in the first place?
Dave.
About the author
#2
struct CameraQuery query;
GameProcessCameraQuery(&query);
I never figured out why, but for some reason after executing these two lines, the positions in the texture were being affected.
Hope this is of some help.
John
06/02/2005 (5:33 pm)
Not sure if this is related, but I just finished implementing the "Ultimate Compass" tutorial and was having a similar problem. After stepping through the code I found that the following two lines needed to be moved up above the calculations on textures:struct CameraQuery query;
GameProcessCameraQuery(&query);
I never figured out why, but for some reason after executing these two lines, the positions in the texture were being affected.
Hope this is of some help.
John
Torque Owner Neil Marshall