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FrederoxDev avatar FrederoxDev commented on May 28, 2024

It's not that easy :p we can't just construct a TexturePtr with our own texture, we need to poke around at a deeper level

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FrederoxDev avatar FrederoxDev commented on May 28, 2024

After thinking about it I think our best approach is to re-impl drawing textures on screen

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Adrian8115 avatar Adrian8115 commented on May 28, 2024

What did you think off?
How should it be reimpl and what should we make better?

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FrederoxDev avatar FrederoxDev commented on May 28, 2024

I'm making a few assumptions that drawImage is actually in charge of drawing a texture, we could just re-impl what it does but instead replace it pulling the texture from a TexturePtr to where-ever we want

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FloppyDolphin57 avatar FloppyDolphin57 commented on May 28, 2024

I'm making a few assumptions that drawImage is actually in charge of drawing a texture, we could just re-impl what it does but instead replace it pulling the texture from a TexturePtr to where-ever we want

Not so simple, the way textures are stored is aids. I'd suggest you try to construct a BedrockTexture using a cg::Image and then taking the shared BedrockTextureData inside of it and putting it into a TexturePtr

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