Difference between revisions of "Graphics (Chili Framework)"

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(PutPixel(int x,int y,int r,int g,int b))
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== Members ==
 
== Members ==
  
=== <code>PutPixel(int x,int y,int r,int g,int b)</code> ===
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<big><code>PutPixel(int x,int y,int r,int g,int b)</code></big></br>
This little number let's you set the colors of the pixels on the screen (actually streamer, it sets the pixels in client area of your application's window). As you might expect, <code>x</code> and <code>y</code> specify the coordinates on the screen ((0,0) being the top left, (width-1,height-1) being the bottom right), and <code>r</code>, <code>g</code>, and <code>b</code> specify the color channels. If you try and draw outside of the screen space, you might get f'ed in the a. So don't do that.
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This little number let's you set the colors of the pixels on the screen (actually streamer, it sets the pixels in client area of your application's window), which means you can pretty much create any image you want, even Teletubbie porn. </br>
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As you might expect, <code>x</code> and <code>y</code> specify the coordinates on the screen ((0,0) being the top left, (width-1,height-1) being the bottom right), and <code>r</code>, <code>g</code>, and <code>b</code> specify the color channels. If you try and draw outside of the screen space, you might get f'ed in the a. So don't do that.

Revision as of 17:37, 24 June 2016

Graphics is a class in the Chili Framework that you *spoilers* use to draw to the screen. Since Chili has a big ole chubby for graphics theory, we screw around in this class a lot over the course of the tutorials. "My name is Simon, and I like to do drawrings." - Simon

Members

PutPixel(int x,int y,int r,int g,int b)</br> This little number let's you set the colors of the pixels on the screen (actually streamer, it sets the pixels in client area of your application's window), which means you can pretty much create any image you want, even Teletubbie porn. </br> As you might expect, x and y specify the coordinates on the screen ((0,0) being the top left, (width-1,height-1) being the bottom right), and r, g, and b specify the color channels. If you try and draw outside of the screen space, you might get f'ed in the a. So don't do that.