scene_polygon3d(3)
π scene_polygon3d(3) β the Allegro manual, but make it make sense π
okay bestie, so this is scene_polygon3d and scene_polygon3d_f, straight out of the Allegro game programming library manual. it's giving "put a polygon in the scene rendering list" energy, and honestly? we're obsessed. π¦
β¨ NAME β¨
scene_polygon3d, scene_polygon3d_f β puts a polygon in the scene rendering list. Allegro game programming library. periodt. π
πΈ SYNOPSIS πΈ
#include <allegro.h>
int scene_polygon3d(int type, BITMAP *texture, int vc, V3D *vtx[]);
int scene_polygon3d_f(int type, BITMAP *texture, int vc, V3D_f *vtx[]);
π DESCRIPTION π
So here's the tea: this function puts a polygon in the rendering list. That's it. That's the whole vibe. Nothing is really rendered at this moment β no cap, it's literally just queuing it up. π
You should call it between clear_scene() and render_scene(). that's the window, bestie, respect the window.
The arguments are the same as for polygon3d(), except the bitmap is missing. Instead, the one you passed to clear_scene() will be used. so like... it's borrowing your bitmap. keep an eye on it. π
Now the fun part: unlike polygon3d(), the polygon may be concave or self-intersecting. iconic, we love flexibility. Shapes that penetrate one another may look OK, but they are not really handled by this code β so don't come crying to me when they look cursed. π
Heads up fr fr: the texture is stored as a pointer only, and you should keep the actual bitmap around until render_scene(), where it is used. do NOT let it get freed early. that's a one-way ticket to sadness city. π«Ά
Since the FLAT style is implemented with the low-level hline() function, the FLAT style is subject to DRAW_MODEs. All these modes are valid. Along with the polygon, this mode will be stored for the rendering moment β and also all the other related variables, bestie, meaning the color_map pointer, the pattern pointer, the anchor, and the blender values. all of it. tucked in. cozy. π§
One more thing, and it's lowkey important: the settings of the CPU_MMX and CPU_3DNOW flags of the cpu_capabilities global variable on entry in this routine affect the choice of low-level asm routine that will be used by render_scene() for this polygon. so whatever those flags say when you walk in the door? that's what decides the asm routine later. π
β RETURN VALUE β
Returns zero on success, or a negative number if it won't be rendered for lack of a rendering routine. so like... check it. don't just ignore it and act surprised later. π«
π SEE ALSO π
create_scene(3)clear_scene(3)render_scene(3)destroy_scene(3)polygon3d(3)cpu_capabilities(3)exscn3d(3)
and that's the whole page, bestie!! this was Allegro, version 4.4.3, serving scene_polygon3d(3) realness. go forth and queue your polygons responsibly πβ¨ππ¦πΈπ
π¦ where this page comes from
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