DrawSetTextureRGBA: Difference between revisions
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//abPic is an unsigned int[128][128] | //abPic is an unsigned int[128][128] with some texture data | ||
m_iHudTexture=surface()->CreateNewTextureID(); | m_iHudTexture=surface()->CreateNewTextureID(); | ||
surface()->DrawSetTextureRGBA(m_iHudTexture,(unsigned char*)abPic,128,128,false,true); | surface()->DrawSetTextureRGBA(m_iHudTexture,(unsigned char*)abPic,128,128,false,true); |
Revision as of 16:32, 1 July 2005
DrawSetTextureRGBA() is a function that you should use to draw raw RGBA data to the HUD, for example when you are rendering a mask or something. DrawSetTextureRGBA is one of the worst documented features in the SDK, and hasn't been seen working in anyway, AFAIK. The following code is by the book, but doesn't work at all (it just paints a white fog over the screen).
//abPic is an unsigned int[128][128] with some texture data m_iHudTexture=surface()->CreateNewTextureID(); surface()->DrawSetTextureRGBA(m_iHudTexture,(unsigned char*)abPic,128,128,false,true); Assert(surface()->IsTextureIDValid(m_iHudTexture)); surface()->DrawSetColor(Color(255,255,255,128)); surface()->DrawTexturedRect(0,0,GetWide(),GetTall());
Emails on HLCoders (March 2005, [hlcoders] DrawSetTextureRGBA) about this issue haven't helped a bit. We, as the Source modding community can only hope VALVe will eventually fix this, or give information on how this function should be used.