Fixed Shadow Rendering
* Fixed Shadow rendering * Added MakePlanarTextureMap, ReCalculateMeshNormals, GetMeshPolygonCount, and FlipMeshSurfaces
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#title GetSpriteCanvasRenderPriority [RCBasic Doc]
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#header sub GetSpriteCanvasRenderPriority( c_num, ByRef priority, ByRef order )
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Gets the order sprites are rendered on a sprite canvas.
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Possible priority values
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#list ul
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#li SPRITE_PRIORITY_NONE - Sprites are rendered in the order they are added
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#li SPRITE_PRIORITY_LEAST_X - Sprites are rendered based on the X position
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#li SPRITE_PRIORITY_GREATEST_X - Sprites are rendered based on the X position plus the width
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#list ul
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#li NOTE: Width is adjusted by Scale when calculating the position
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#/list
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#li SPRITE_PRIORITY_LEAST_Y - Sprites are rendered based on the Y position
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#li SPRITE_PRIORITY_GREATEST_Y - Sprites are rendered based on the Y position plus the height
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#list ul
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#li NOTE: Height is adjusted by Scale when calculating the position
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#/list
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#/list
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<br>
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Possible order values
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#list ul
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#li SPRITE_ORDER_ASCENDING - Sprites are ordered from lowest in priority to highest when rendered
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#li SPRITE_ORDER_DESCENDING - Sprites are ordered from highest in priority to lowest when rendered
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#/list
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#ref SetSpriteCanvasRenderPriority
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