Does a texture made with DrawSetTextureRGBA not support hardware
filtering at all? There's a bool in the function to enable hardware
filtering, but alternating between the two doesn't change my texture
from being scaled via pixel doubling. It ends up looking like shit if
I don't use a multiple
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Yahn sent me this a while back to load/display TGA's
void CTGAImagePanel::Paint()
{
if ( !m_bLoadedTexture )
{
m_bLoadedTexture = true;
// get a texture id, if we haven't already
if (
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Hi Guys,
DrawSetTextureRGBA does not seem to be working. I am calling it like this:
surface()-DrawSetTextureRGBA( m_TextureID, (unsigned char*)m_TextureImage,
m_Width, m_Height, false, false );
surface()-DrawSetTexture( m_TextureID );
Hi,
I can't get DrawSetTextureRGBA to work. At first it draws some weapons from
the weapons ttf, and later it paints all kinds of crosshairs. The
'solutions' in the mailing list (see March 2005) don't work. I use the
following code:
http://deathz0rz.homeunix.net/svgimage/vgui_svgpanel.cpp
(see
Hi,
I can't get DrawSetTextureRGBA to work. I use the following code:
http://deathz0rz.homeunix.net/svgimage/vgui_svgpanel.cpp
(see the directory for other headers and libs)
DrawSetTextureFile works fine, and my renderer also works fine, because I
tried writing the buffer to a file. Also, I have
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