Closed blaberry closed 1 day ago
Might be impossible ngl
I think it just render it twice, one black slight offset then one white
I think it just render it twice, one black slight offset then one white
The ISurface functions DrawPrintText and DrawTexturedRect add the rgb values of whatever is being drawn to the screen, so an rgb value of 0, 0, 0 has no effect.
The ISurface functions DrawPrintText and DrawTexturedRect add the rgb values of whatever is being drawn to the screen, so an rgb value of 0, 0, 0 has no effect.
@AdamTadeusz
EDIT: I'll explain, it's because they're marked as "additive" then 0,0,0 end up being invisible. Remove that additive flags from both the font and texture, then the color worked as normal and 0,0,0 is black on screen as expected.
The ISurface functions DrawPrintText and DrawTexturedRect add the rgb values of whatever is being drawn to the screen, so an rgb value of 0, 0, 0 has no effect.
@AdamTadeusz
EDIT: I'll explain, it's because they're marked as "additive" then 0,0,0 end up being invisible. Remove that additive flags from both the font and texture, then the color worked as normal and 0,0,0 is black on screen as expected.
This would make then universally legible against brighter areas that occur on some maps.
Round end graphics being the "JINRAI WINS" text and "X captured the ghost" text for example.