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Practicing DirectX - Printable Version +- Mirage Engine (https://mirage-engine.uk/forums) +-- Forum: Mirage Source (Nostalgia) (https://mirage-engine.uk/forums/forumdisplay.php?fid=61) +--- Forum: Archive (2006-2011) (https://mirage-engine.uk/forums/forumdisplay.php?fid=18) +---- Forum: General (https://mirage-engine.uk/forums/forumdisplay.php?fid=17) +---- Thread: Practicing DirectX (/showthread.php?tid=1850) |
Practicing DirectX - jsventor - 22-06-2008 Code: Sub DisplaySpellIcons() It originally used BitBlt, and Im making it use BltToDc instead because I heard it was better, and I successfully did it with something else, but with this I am getting an RTE 9 on this line.. Code: .top = Spell(Mm).Pic * PIC_Y Any ideas? Re: Practicing DirectX - Robin - 22-06-2008 Remove the timer. BltToDC only requires you to do it once. That's why it's better than BitBlt. Re: Practicing DirectX - jsventor - 22-06-2008 Robin Wrote:Remove the timer. BltToDC only requires you to do it once. Ahh ok gotcha ![]() And there is no timer, that's a separate sub that's Called in the Game Loop, Its just that one line giving me problems for some reason >.> Re: Practicing DirectX - GIAKEN - 22-06-2008 Add a check to make sure that mm isn't over the max inventory (24?) or under 0 (or 1?). Re: Practicing DirectX - jsventor - 22-06-2008 Well if in mod types, spells are Code: Public Spell(1 To MAX_SPELLS) As SpellRec Then why is this.. Code: 0 To MAX_PLAYER_SPELLS - 1 |