task ImageOverImageA1(obj, path, InX, InY, radset){
	let countVertex = 64;
	let listRadius = [];
	loop(countVertex){
		listRadius = listRadius ~ [0];
	}

	ObjPrim_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	ObjPrim_SetVertexCount(obj, countVertex);
	ObjRender_SetBlendType(obj, BLEND_ALPHA);
	ObjRender_SetAlpha(obj, 255);
	Obj_SetRenderPriority(obj, 0.3);
	ObjPrim_SetTexture(obj, path);
	ascent(iVert in 0..countVertex){
		let angle = (360 / (countVertex - 1) * iVert);
		let x = InX+radset*cos(angle);
		let y = InY+radset*sin(angle);
		ObjPrim_SetVertexUVT(obj, iVert, x, y);	
		x = radset*cos(angle);
		y = radset*sin(angle);
		ObjPrim_SetVertexPosition(obj, iVert , x, y, 0);
	}
}

task SetNewImageRender(obj, InX, InY, radset){
	let countVertex = 64;
	ascent(iVert in 0..countVertex){
		let angle = (360 / (countVertex - 1) * iVert);
		let x = InX+radset*cos(angle);
		let y = InY+radset*sin(angle);
		ObjPrim_SetVertexUVT(obj, iVert, x, y);	
		x = radset*cos(angle);
		y = radset*sin(angle);
		ObjPrim_SetVertexPosition(obj, iVert , x, y, 0);
	}
}