It uses vgui::surface() to render directly to the screen (just simple 2d rects).
- Alfred -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Thursday, March 03, 2005 1:28 PM To: [email protected] Subject: Re: [hlcoders] Re: Animating reticles? I was trying to look to see how they did this in Counter - Strike. It does not seem to use sprites, or icons to drawl the crosshair to the screen. So I wonder how they did it? r00t 3:16 CQC Gaming www.cqc-gaming.com ----- Original Message ----- From: "Imperio59" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Tuesday, March 01, 2005 9:56 AM Subject: [hlcoders] Re: Animating reticles? > Simple, use an animated texture instead of a font for your crosshair > (file type instead of font type in weapon script file, after the > selection icon definitions), then use a certain frame based on how > large the reticle needs to be, or you could have different textures > for each frame, but that'd be cumbersome and less practical :) > > > -- > No virus found in this outgoing message. > Checked by AVG Anti-Virus. > Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 28/02/2005 > > > > _______________________________________________ > 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

