b2dDrawImageQuadDepthUV

The full mesh primitive: per-corner depth AND per-corner (u,v).

2D Overlay

Parameters & Returns

Parameters

image Int
x1 Int
y1 Int
z1 Double
u1 Double
v1 Double
x2 Int
y2 Int
z2 Double
u2 Double
v2 Double
x3 Int
y3 Int
z3 Double
u3 Double
v3 Double
x4 Int
y4 Int
z4 Double
u4 Double
v4 Double

Returns

Void

Quick Summary

The full mesh primitive: per-corner depth AND per-corner (u,v).

Technical Exegesis...

Combines b2dDrawImageQuadDepth and b2dDrawImageQuadUV: each corner has its own depth (z, 0..1) AND its own texture coordinate (u,v). This is what the .bb3d mesh drawer calls for every face - real textured, depth-sorted 3D from the 2D runtime. Same depth rules as b2dDrawImageQuadDepth (needs the main target or a canvas; flat fallback on a depth-less render target; feed perspective-correct depths). Honours b2dSetColor tint + b2dSetAlpha. Draw a triangle as a degenerate quad by repeating the third corner.

Example

Example.bam
; one textured, depth-tested face of a loaded mesh
b2dDrawImageQuadDepthUV(tex, sx0,sy0,d0,u0,v0, sx1,sy1,d1,u1,v1, sx2,sy2,d2,u2,v2, sx3,sy3,d3,u3,v3)