DrawSetTextureRGBA: Difference between revisions
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===Set Up Texture ID=== | ===Set Up Texture ID=== | ||
m_iHudTexture=surface()->[[CreateNewTextureID]](); | m_iHudTexture=surface()->[[CreateNewTextureID]](); | ||
surface()-> | surface()->'''DrawSetTextureRGBA'''(m_iHudTexture,(unsigned char*)abPic,128,256,false,true); | ||
surface()->[[DrawSetColor]](Color(255,255,255,128)); | surface()->[[DrawSetColor]](Color(255,255,255,128)); | ||
surface()->[[DrawTexturedRect]](0,0,GetWide(),GetTall()); | surface()->[[DrawTexturedRect]](0,0,GetWide(),GetTall()); | ||
==See Also== | ==See Also== | ||
* [[CreateProceduralTexture]] | * [[CreateProceduralTexture]] |
Revision as of 18:59, 9 May 2006
void DrawSetTextureRGBA(int id, const unsigned char *rgba, int wide, int tall, int hardwareFilter, bool forceReload)
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
unsigned char abPic[128 * 256 * 4];
Raw Data
for (j = 0; j < 128; j++) // up/down traverse { for (i = 0; i < 256; i++) // left/right traverse { int offset = (j * 256 + i) * 4; char *dst = ((char*)abPic) + offsdest; 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(); surface()->DrawSetTextureRGBA(m_iHudTexture,(unsigned char*)abPic,128,256,false,true); surface()->DrawSetColor(Color(255,255,255,128)); surface()->DrawTexturedRect(0,0,GetWide(),GetTall());