diff -r 5c2ef02643a91219b20b9473e6c497132c8bf32a -r 7516219f30abc0afc559903ee19133719bbcf550 axios/Axios_settings.cs --- a/axios/Axios_settings.cs Sat Apr 28 22:04:40 2012 -0500 +++ b/axios/Axios_settings.cs Sat May 05 19:34:37 2012 -0500 @@ -62,6 +62,12 @@ * 1.0.1.3 - 4/7/2012 * - Adding a check in the AxiosTimer update to only tick if the game is active * + * 1.0.1.4 - 4/27/2012 + * - Merging the new GSM + * + * 1.0.1.5 - 5/5/2012 + * - Adding SplitFlat extension for Texture2D + * */ using System.Reflection; diff -r 5c2ef02643a91219b20b9473e6c497132c8bf32a -r 7516219f30abc0afc559903ee19133719bbcf550 axios/Engine/Extensions/Texture2D.cs --- a/axios/Engine/Extensions/Texture2D.cs Sat Apr 28 22:04:40 2012 -0500 +++ b/axios/Engine/Extensions/Texture2D.cs Sat May 05 19:34:37 2012 -0500 @@ -132,6 +132,54 @@ return r; } + /// http://gamedev.stackexchange.com/questions/11584/xna-splitting-one-large-texture-into-an-array-of-smaller-textures + /// + /// Splits a texture into an array of smaller textures of the specified size. + /// + /// The texture to be split into smaller textures + /// The width of each of the smaller textures that will be contained in the returned array. + /// The height of each of the smaller textures that will be contained in the returned array. + public static Texture2D[] SplitFlat(this Texture2D original, int partWidth, int partHeight, out int xCount, out int yCount) + { + yCount = original.Height / partHeight; //+ (partHeight % original.Height == 0 ? 0 : 1);//The number of textures in each horizontal row + xCount = original.Width / partWidth; //+(partWidth % original.Width == 0 ? 0 : 1);//The number of textures in each vertical column + Texture2D[] r = new Texture2D[xCount * yCount];//Number of parts = (area of original) / (area of each part). + int dataPerPart = partWidth * partHeight;//Number of pixels in each of the split parts + + //Get the pixel data from the original texture: + Color[] originalData = new Color[original.Width * original.Height]; + original.GetData(originalData); + + int index = 0; + for (int y = 0; y < yCount * partHeight; y += partHeight) + for (int x = 0; x < xCount * partWidth; x += partWidth) + { + //The texture at coordinate {x, y} from the top-left of the original texture + Texture2D part = new Texture2D(original.GraphicsDevice, partWidth, partHeight); + //The data for part + Color[] partData = new Color[dataPerPart]; + + //Fill the part data with colors from the original texture + for (int py = 0; py < partHeight; py++) + for (int px = 0; px < partWidth; px++) + { + int partIndex = px + py * partWidth; + //If a part goes outside of the source texture, then fill the overlapping part with Color.Transparent + if (y + py >= original.Height || x + px >= original.Width) + partData[partIndex] = Color.Transparent; + else + partData[partIndex] = originalData[(x + px) + (y + py) * original.Width]; + } + + //Fill the part with the extracted data + part.SetData(partData); + //Stick the part in the return array: + r[index++] = part; + } + //Return the array of parts. + return r; + } + /// http://forums.create.msdn.com/forums/t/79258.aspx /// /// Combines one texture with another