DrawSetTextureRGBA: Difference between revisions

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==Sample==
==Sample==
===Initialization===
===Initialization===
  unsigned char abPic[128 * 256 * 4];
#define HEIGHT 256
*128 is height
#define WIDTH 256
*256 is width
#define PIXEL_BYTES 4 // RGBA (never changes)
*4 is RGBA
  unsigned char abPic[ HEIGHT * WIDTH * PIXEL_BYTES ];


===Raw Data===
===Raw Data===
  for (j = 0; j < 128; j++) // up/down traverse
  for (y = 0; y < HEIGHT; y++) // up/down traverse
  {  
  {  
  for (i = 0; i < 256; i++) // left/right traverse
  for (x = 0; x < WIDTH; x++) // left/right traverse
  {
  {
  int offset = (j * 256 + i) * 4;
  int offset = (x + y * WIDTH) * PIXEL_BYTES;
  char *dst = ((char*)abPic) + offset;
  char *dst = ((char*)abPic) + offset;
 
 

Revision as of 21:01, 15 July 2006

void ISurface::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

#define HEIGHT 256
#define WIDTH 256
#define PIXEL_BYTES 4 // RGBA (never changes)
unsigned char abPic[ HEIGHT * WIDTH * PIXEL_BYTES ];

Raw Data

for (y = 0; y < HEIGHT; y++) // up/down traverse
{ 
	for (x = 0; x < WIDTH; x++) // left/right traverse
	{
		int offset = (x + y * WIDTH) * PIXEL_BYTES;
		char *dst = ((char*)abPic) + offset;
					
		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