Yes, I found your message from two days ago, and it doesn't work. And if
you've had taken a look at the code you would've seen that I already have
something like that. Or are you implying that I should use
DrawSetTextureFile instead of DrawSetTextureRGBA? As you may understand,
that is not an option with things that are rendered in memory. And can you
tell what 'hardwareFilter' and 'forceReload' do?
deathz0rz
Alfred Reynolds writes:
In void SVGPanel::Paint() you need to have something like this:
vgui::surface()->DrawSetTextureFile(m_nTextureID, "vgui/ammobg",
true, false);
vgui::surface()->DrawSetColor(_color[0], _color[1], _color[2],
_color[3]);
vgui::surface()->DrawTexturedRect( 0, 0, 100, 100 );
- Alfred
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jethro
Beekman
Sent: Friday, March 11, 2005 3:38 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Re: DrawSetTextureRGBA
Still doesn't work. I uploaded the change vgui_svgimage.cpp
(http://deathz0rz.homeunix.net/svgimage/vgui_svgpanel.cpp). When I call
DrawSetTexture() before drawing, it appears to use DrawFilledRect(), and
when I just call DrawSetTextureRGBA() before drawing, it draws the
crosshairs sprite (memory leakage?). Note: I use the static buffer.
deathz0rz
See my email titled "RE: [hlcoders] Texturing a HuD Element -- need
help" from yesterday, it answers this question also.
- Alfred
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