Ok.... I figured it out. After some debugging I found out that my computer science teacher in high school is a complete fucking retard. Sorry but he is.
He taught us this: int r,g,b = 255; //makes ints r g b and sets value to 255 when in fact it makes b = 255 and r and g equal whatever they damn well please. While debugging I noticed that the values for g and r were like 453432 so I questioned my initialization of them. Upon setting them to 255 the wicked tint went away and I proceeded to cream my pants. Evidently opengl took the insane value as 255 but wicked3d doesnt. Go figure. It works now, Im happy and I want to cry. =) Roachie ----- Original Message ----- From: "Roachfood - the-coming.com" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, April 25, 2002 5:23 PM Subject: Re: [hlcoders] Wicked3d and Sprites > bah I think this may come up so as a side note, at the top of the draw > function i set r,g,b to 255 so there is no funky tint drawn with the > sprites. > > Roachie > ----- Original Message ----- > From: "Christopher McArthur" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Thursday, April 25, 2002 4:02 PM > Subject: Re: [hlcoders] Wicked3d and Sprites > > > > Are you calling this always from within the "Draw" function of a gHUD > > element? > > > > > > > > > SPR_Set(gHUD.GetSprite(m_HUD_manabar), r, b, g); > > > SPR_Draw(0, x + 23, y + 3, &ManaRect); > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

