DrawSetTextureRGBA: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
(category change)
Line 12: Line 12:
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.
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.


[[Category: Complaints]]
[[Category: Developer Issues and Workarounds]]

Revision as of 06:13, 9 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. DrawSetTextureRGBA is one of the worst documented features in the SDK, and hasn't been seen working in any way, as far as I know. 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.