DrawSetTextureRGBA: Difference between revisions
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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: | [[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.