DrawSetTextureRGBA: Difference between revisions
		
		
		
		
		
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| mNo edit summary | m (code sample) | ||
| Line 1: | Line 1: | ||
| =void '''DrawSetTextureRGBA'''(int id, const unsigned char *rgba, int wide, int tall, int hardwareFilter, bool forceReload)= | =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.  | 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()); | |||
| ==See Also== | |||
| * [[CreateProceduralTexture]] | |||
| * [[CreateMaterial]] | |||
| [[Category:ISurface]] | [[Category:ISurface]] | ||
| [[Category:Developer Issues and Workarounds]] | [[Category:Developer Issues and Workarounds]] | ||
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());