* Fixed Shadow rendering * Added MakePlanarTextureMap, ReCalculateMeshNormals, GetMeshPolygonCount, and FlipMeshSurfaces
67 lines
1.6 KiB
HTML
67 lines
1.6 KiB
HTML
<!DOCTYPE html>
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<link rel="stylesheet" href="style.css">
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<meta content="text/html; charset=UTF-8" http-equiv="content-type">
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<title>SetSpriteCanvasRenderPriority [RCBasic Doc] </title>
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<p><h2>function SetSpriteCanvasRenderPriority( c_num, priority, order ) </h2></p>
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<p>
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Sets the order sprites are rendered on a sprite canvas.
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</p>
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<p>
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Returns False if canvas is not a valid canvas
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<p>
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Possible priority values
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</p>
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<ul>
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<li>
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SPRITE_PRIORITY_NONE - Sprites are rendered in the order they are added
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</li>
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<li>
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SPRITE_PRIORITY_LEAST_X - Sprites are rendered based on the X position
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</li>
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<li>
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SPRITE_PRIORITY_GREATEST_X - Sprites are rendered based on the X position plus the width
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<ul>
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<li>
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NOTE: Width is adjusted by Scale when calculating the position
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</li>
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</ul>
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</li>
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<li>
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SPRITE_PRIORITY_LEAST_Y - Sprites are rendered based on the Y position
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</li>
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<li>
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SPRITE_PRIORITY_GREATEST_Y - Sprites are rendered based on the Y position plus the height
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<ul>
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<li>
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NOTE: Height is adjusted by Scale when calculating the position
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</li>
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</ul>
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</li>
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</ul>
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<p>
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<br>
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</p>
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<p>
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Possible order values
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</p>
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<ul>
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<li>
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SPRITE_ORDER_ASCENDING - Sprites are ordered from lowest in priority to highest when rendered
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</li>
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<li>
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SPRITE_ORDER_DESCENDING - Sprites are ordered from highest in priority to lowest when rendered
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</li>
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</ul>
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<br><p>Related:
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<a href="getspritecanvasrenderpriority.html">GetSpriteCanvasRenderPriority</a>
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</p>
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<p>
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</body>
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</html> |