Yes, I found your message from two days ago, and it doesn't work. And if you've had taken a look at the code you would've seen that I already have something like that. Or are you implying that I should use DrawSetTextureFile instead of DrawSetTextureRGBA? As you may understand, that is not an option with things that are rendered in memory. And can you tell what 'hardwareFilter' and 'forceReload' do?
deathz0rz
Alfred Reynolds writes:
In void SVGPanel::Paint() you need to have something like this: vgui::surface()->DrawSetTextureFile(m_nTextureID, "vgui/ammobg", true, false); vgui::surface()->DrawSetColor(_color[0], _color[1], _color[2], _color[3]); vgui::surface()->DrawTexturedRect( 0, 0, 100, 100 );
- Alfred
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jethro Beekman Sent: Friday, March 11, 2005 3:38 PM To: [email protected] Subject: [hlcoders] Re: DrawSetTextureRGBA
Still doesn't work. I uploaded the change vgui_svgimage.cpp (http://deathz0rz.homeunix.net/svgimage/vgui_svgpanel.cpp). When I call DrawSetTexture() before drawing, it appears to use DrawFilledRect(), and when I just call DrawSetTextureRGBA() before drawing, it draws the crosshairs sprite (memory leakage?). Note: I use the static buffer.
deathz0rz
See my email titled "RE: [hlcoders] Texturing a HuD Element -- need help" from yesterday, it answers this question also.
- Alfred
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