image_surface_resolve(3)

πŸ“¦
version 0.7.1 Β· 2 versions
, in nixos 26.05

πŸ’… image_surface_resolve(3) β€” the Arcan Lua API, but make it make sense

okay bestie, so you're digging around in image_surface_resolve(3) from the Arcan Lua API β€” here's the whole vibe, no cap 🫢


✨ NAME ✨

image_surface_resolve β€” pulls the current image properties, but in world-space 🌍✨


πŸŽ€ SYNOPSIS πŸŽ€

proptbl
image_surface_resolve( vid )

πŸ¦‹ DESCRIPTION πŸ¦‹

so here's the tea β˜• β€” most of the surface_ class of functions hand you their results in object space. kinda local, kinda self-centered, main character energy honestly.

image_surface_resolve is the one that actually goes out and does the socializing πŸšΆβ€β™€οΈπŸ’¨ β€” it traverses the related set of object hierarchies and resolves the world-space ones that will be used when compositing the output. that's the whole job. iconic.


🌸 NOTES 🌸

  1. the fields chillin' inside proptbl are, in this exact order: (x, y, z, width, height, depth, angle, roll, pitch, yaw, opacity and order) πŸ“‹βœ¨
  2. okay so this one's cost is highly variable 😭 β€” because the rendering pipeline normallys caches both the resolved properties and the resulting transformation matrices, if possible. so like... sometimes it's fast, sometimes it's doing the whole walk. vibe check accordingly.
lowkey heads up: "highly variable cost" is not a drill, bestie β€” don't call this in a hot loop and then act surprised πŸ’€

🧚 EXAMPLE 🧚

function image_surface_resolve0()
      a = fill_surface(32, 32, 255, 0, 0);
      b = fill_surface(64, 64, 0, 255, 0);
      link_image(b, a);
      move_image(a, 100, 100);
      move_image(b, 50, 50);
      props = image_surface_resolve(b);
      print(string.format("%d %d", props.x, props.y));
end

like, that's it. that's the whole slay πŸ”₯


πŸ’œ SEE ALSO πŸ’œ

go read those too, iykyk πŸ‘‘


image Β· October 2026 Β· that's the page, that's the version, that's the date β€” mwah πŸ’‹βœ¨ bye bestie, go resolve some surfaces πŸ¦‹πŸ’–

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