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Programming / Re: Dive: Why does not this work
« on: Today at 02:28:43 pm »
I suppose it should be:
rect.xLeft = 0;
rect.yTop = r.Height;
rect.xRight = r.Width;
rect.yBottom = 0;
because I assume that the coordinate system to be used is still the OS/2 PM coordinate system [bottom left is (0,0)], correct ?
By the way:
setupBlitter.lDstPosX = 0;
setupBlitter.lDstPosY = 0;
You would only ever set these to anything else if you blitted into a memory buffer (also allocated via DiveAllocImageBuffer) instead of to the screen. But maybe DIVE ignores this anyway if you specify DIVE_BUFFER_SCREEN as the destination blit buffer in "DiveBlitImage".
rect.xLeft = 0;
rect.yTop = r.Height;
rect.xRight = r.Width;
rect.yBottom = 0;
because I assume that the coordinate system to be used is still the OS/2 PM coordinate system [bottom left is (0,0)], correct ?
By the way:
setupBlitter.lDstPosX = 0;
setupBlitter.lDstPosY = 0;
You would only ever set these to anything else if you blitted into a memory buffer (also allocated via DiveAllocImageBuffer) instead of to the screen. But maybe DIVE ignores this anyway if you specify DIVE_BUFFER_SCREEN as the destination blit buffer in "DiveBlitImage".