boilerplate
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{{widgetmethod}} | {{widgetmethod}} | ||
Limits the region of a texture drawn by the Texture widget. | |||
obj:SetTexCoord(left,right,top,bottom); | obj:SetTexCoord(left,right,top,bottom); | ||
obj:SetTexCoord(ULx,ULy,LLx,LLy,URx,URy,LRx,LRy); | obj:SetTexCoord(ULx,ULy,LLx,LLy,URx,URy,LRx,LRy); | ||
== Arguments == | |||
:(left,right,top,bottom) | :(left,right,top,bottom) | ||
: Number - | :: Number - side coordinates; top left corner of the image is (0, 0); bottom right corner is (1, 1). | ||
:(ULx,ULy,LLx,LLy,URx,URy,LRx,LRy); | :(ULx,ULy,LLx,LLy,URx,URy,LRx,LRy); | ||
: Number - | :: Number - point coordinates; top left corner of the image is (0, 0); bottom right corner is (1, 1). | ||
== | == Notes == | ||
The function cuts a sub-region out of the texture to display ingame. | |||
* Unless you want to do rotations, use the ''(left,right,top,bottom)'' notation. | |||
* The more complex 8-argument form allows for arbitrary affine transformations, see [[SetTexCoord Transformations]] for details. | |||
== Example == | == Example == | ||
Displays the bottom-right quarter of the image. | |||
texture:SetTexCoord(0, 0.5, 0.5, 1); | |||
==Details== | ==Details== | ||
Use this function to select a sub-region of a texture for display in a Texture widget. Note that the coordinates are normalised, and that the origin is the ''top'' left corner. (Note: Tested in patch 2.0.6, and the origin is in fact in the top left, and not the bottom left as was previously stated) | |||