Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


Strange RECT problem..

This topic is 5813 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Ok, that sounds like an illness, but my post isn''t about that. The doctors told me I am gonna be ok.. Anyways, I am trying to blit part of a surface to another surface using DirectDraw7, and I am using the following code:
if(FAILED(m_lpDrawSurface->Blt(&dstRect, m_lpMainSurface, &srcRect, DDBLT_WAIT, NULL)))
sprintf(buffer, "(%i,%i,%i)\n Source: %i, %i, %i, %i\n",
        m_iFrameCounter, m_iFramesWide, m_iHeight,
	srcRect.left, srcRect.top,srcRect.right,srcRect.bottom);
logFile << buffer;

my dstRect is defined as 0,0,64,64 (which is the size of my drawto surface). My srcRect is obviously updated every frame. Done so by this method.
		int		xOff = (m_iFrameCounter % m_iFramesWide);  // Decide the x offset!

		int		yOff = (m_iFrameCounter / m_iFramesWide);
		srcRect.left = xOff * m_iWidth;
		srcRect.top = yOff * m_iHeight;
		srcRect.right = srcRect.left + m_iWidth;
		srcRect.bottom = srcRect.top + m_iHeight; //Set where we want to blit from.. 

Now, with that code, this is the resultant log file (3,3,64) Source: 0, 64, 64, 128 (3,3,64) Source: 0, 64, 64, 128 (3,3,64) Source: 0, 64, 64, 128 (3,3,64) Source: 0, 64, 64, 128 (3,3,64) Source: 0, 64, 64, 128 If I move the sprintf information to just before that call, here is the output in my logfile. (0,3,64) Source: 0, 0, 64, 64 (1,3,64) Source: 64, 0, 128, 64 (2,3,64) Source: 128, 0, 192, 64 (3,3,64) Source: 0, 64, 64, 128 (3,3,64) Source: 0, 64, 64, 128 Basically that is the code that is going wrong.. my image is 192*64.. please help me.. this is doing my head in! Thanks for your time =*= If things seem bad, think that they can get a whole load worse, and they don''t seem so bad anymore =*=

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!