DrawSetTextureRGBA: Difference between revisions
		
		
		
		
		
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| PsychoBrat (talk | contribs)  (category change) | Thunder4ik (talk | contribs)  m (→See also: Unicodifying, replaced: See Also → See also) | ||
| (20 intermediate revisions by 5 users not shown) | |||
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| DrawSetTextureRGBA() is a function that you should use to draw raw RGBA data to the HUD, for example when you are rendering a mask.  | =The function= | ||
|  void [[ISurface]]::'''DrawSetTextureRGBA'''( int id, const unsigned char *rgba, int wide, int tall, int hardwareFilter, bool forceReload ) = 0 | |||
| This is a function that you should use to draw raw RGBA data to the HUD, for example when you are rendering a mask. | |||
| ==Sample== | |||
| ===Initialization=== | |||
|  #define HEIGHT 256 | |||
|  #define WIDTH 256 | |||
|  #define PIXEL_BYTES 4 // RGBA (never changes) | |||
|  unsigned char abPic[ HEIGHT * WIDTH * PIXEL_BYTES ]; | |||
| < | ===Raw Data=== | ||
|  for (y = 0; y < HEIGHT; y++) // up/down traverse | |||
|  {  | |||
|  	for (x = 0; x < WIDTH; x++) // left/right traverse | |||
|  	{ | |||
|  		int offset = (x + y * WIDTH) * PIXEL_BYTES; | |||
|  		char *dst = ((char*)abPic) + offset; | |||
|  		dst[0] = (unsigned char)255;//red | |||
|  		dst[1] = (unsigned char)255;//green | |||
|  		dst[2] = (unsigned char)255;//blue | |||
|  		dst[3] = (unsigned char)255;//alpha | |||
|  	} | |||
|  } | |||
| ===Set Up Texture ID=== | |||
|  	m_iHudTexture = surface()->[[CreateNewTextureID]](true); | |||
|  	surface()->'''DrawSetTextureRGBA'''( m_iHudTexture, (unsigned char*)abPic, HEIGHT, WIDTH, false, true ); | |||
|  	surface()->[[DrawSetColor]]( Color( 255, 255, 255, 128 ) ); | |||
|  	surface()->[[DrawTexturedRect]]( 0, 0, GetWide(), GetTall() ); | |||
| [[Category: Developer Issues and Workarounds]] | ==See also== | ||
| * [[CreateProceduralTexture]] | |||
| * [[CreateMaterial]] | |||
| [[Category:ISurface]] | |||
| [[Category:Developer Issues and Workarounds]] | |||
Latest revision as of 09:15, 8 January 2024
The function
void ISurface::DrawSetTextureRGBA( int id, const unsigned char *rgba, int wide, int tall, int hardwareFilter, bool forceReload ) = 0
This is a function that you should use to draw raw RGBA data to the HUD, for example when you are rendering a mask.
Sample
Initialization
#define HEIGHT 256 #define WIDTH 256 #define PIXEL_BYTES 4 // RGBA (never changes) unsigned char abPic[ HEIGHT * WIDTH * PIXEL_BYTES ];
Raw Data
for (y = 0; y < HEIGHT; y++) // up/down traverse
{ 
	for (x = 0; x < WIDTH; x++) // left/right traverse
	{
		int offset = (x + y * WIDTH) * PIXEL_BYTES;
		char *dst = ((char*)abPic) + offset;
					
		dst[0] = (unsigned char)255;//red
		dst[1] = (unsigned char)255;//green
		dst[2] = (unsigned char)255;//blue
		dst[3] = (unsigned char)255;//alpha
	}
}
Set Up Texture ID
m_iHudTexture = surface()->CreateNewTextureID(true); surface()->DrawSetTextureRGBA( m_iHudTexture, (unsigned char*)abPic, HEIGHT, WIDTH, false, true ); surface()->DrawSetColor( Color( 255, 255, 255, 128 ) ); surface()->DrawTexturedRect( 0, 0, GetWide(), GetTall() );