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Scenyx Entertainment Community > Xbox1 Forums > Dashboard Forums > Official MediaXMenu (MXM) Forum > MXM WIP Beta forum
flattspott
So I was gonna get back to doing my file manager seeing how the icons are internal now.

The thing is I cant get it to work like the DrawTarget.xas. Instead of a single icon I get a column of icons even when I copy one of the icon lines form the DrawTarget.xas. And sometimes the image is a screwy.

Some goes for CreateBlankImage. It keeps drawing abstract garbage rather then a blank image.

user posted image

This is what made that image:
CODE
MinimumBuild 1236
CreateBlankImage testimage 640 480
Set rot 45
:Loop
SetFunc IsInput IQPeekMsgID
If# %IsInput% != "" Gosub InputHandler
Gosub Draw
Goto Loop

:Draw
BeginDraw
Image testimage 0 0 640 480
Image testimage 300 220 100 100 %rot% -1 -1 -1 -1 50 50
EndDraw
Return

:InputHandler
IQWaitMsg Any
If %MSG_ID% == "UI_BACK" Then
Quit
Else
Add rot 2
EndIf
Return
geniusalz
flattspott, in your case you aren't initializing the picture with 'begindrawtarget', so I would say that is normal behaviour for MXM

However, I noticed similar behaviour with tetris for the new build, when using begindrawtarget:

I think the problem is that MXM doesn't clear pictures anymore when using begindrawtarget. I requested it to not clear the picture, but that was meant as another option.

There should be three options:

-Initialize to black (this was normal begindrawtarget)
-Initialize to transparent (this was 'usecurrent')
-Leave as is (this wasn't available before, you could call it 'continuedraw')

So it seems that MXM is doing #3 now, instead of #1, and since it doesn't clear the image, you see garbage. Try it out with tetris.
BenJeremy
Hmmmm... the CreateBlankImage should create a blan (as in ZEROED) image, because you'd want to start with a transparent, empty image.

I'll scan that bit of code as soon as I can to figure out what is happening there.
BenJeremy
Did you try using simply a blank BeginDrawTarget block to initialize the image?
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