GM: d3d draw floor
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- The correct title of this article is d3d_draw_floor(x1,y1,z1,x2,y2,z2,texid,hrepeat,vrepeat). It appears incorrectly here because of technical restrictions.
- The correct title of this article is d3d_draw_floor(). It appears incorrectly here because of technical restrictions.
Arguments
x1, y1, z1, x2, y2, z2 = Real valued co-ordinates that define the position and size of the block.
texid = the id of the texture to draw the block with.
hrepeat = How many times the texture should be repeated horizontally.
vrepeat = How many times the texture should be repeated vertically.
Limitations
Registered
Note: Please remove limitations and port them in the "Remarks" section at the end of the article.
This function will draw a floor, with or without a texture, in the current drawing colour. A floor (unless transformed) will always stand perpendicular to the y plane. That is probably best explained with a picture:
As you can see, it draws a flat floor between (x1,y1,z1) and (x2,y2,z2).
To not use a texture for this primitive, put -1 in place of texid, else provide the id of a texture. Even if you don't use a texture, you must fill in the hrepeat and vrepeat parameters. If you are not using a texture, it does not matter what value you enter, I usually put a 0. If however you are using a texture, set vrepeat to how many times the texture should be repeated along the horizontal edges of faces, and hrepeat to how many times the texture should be repeated along the vertical edges of faces. Repeating a texture that tiles well can be used to cover large areas without losing definition.
[edit] Example
Here is some sample code that would draw a floor similar to the middle one in the above diagram.
// draw a slanted floor. d3d_draw_floor(x, y, 0, x+24, y+32, 16, -1, 1, 1)
See the talk page for details


