Open Deaod opened 1 year ago
Using ScriptedTexture.DrawTile does not seem to draw anything to the ScriptedTexture's canvas.
Resources: ScriptedTexDemo.zip (contains base texture with palette and .utx with two ScriptedTextures)
Code:
// inside a mutator or something else that gets told about the canvas #EXEC LOAD FILE="Textures/IGPlusNetStats.utx" PACKAGE=YourPackage var ScriptedTexture ScriptedTex[2]; function Tick(float DeltaTime) { ScriptedTex[0].DrawTile(0.0, 0.0, 256.0, 128.0, 8.0, 0.0, 1.0, 1.0, Texture'NetStatsBase', false); ScriptedTex[1].DrawTile(0.0, 0.0, 256.0, 128.0, 0.0, 0.0, 256.0, 128.0, ScriptedTex[0], false); ScriptedTex[1].DrawTile(256.0, 0.0, 256.0, 128.0, 13.0, 0.0, 1.0, 1.0, Texture'NetStatsBase', false); } function PostRender(Canvas C) { C.Style = ERenderStyle.STY_Normal; C.SetPos(0,0); C.DrawIcon(ScriptedTex[1], 1.0); } defaultproperties { ScriptedTex(0)=ScriptedTexture'NetStats0' ScriptedTex(1)=ScriptedTexture'NetStats1' }
I expected to see a white and light blue image to appear on the HUD. 436 behaves as expected. 469b and 469c do not, it is all black instead.
I tried again and found a workaround (see code here). It seems to me that DrawTile cannot be invoked outside RenderTexture anymore.
In the light of this, I dont think its that dramatic of a regression.
Using ScriptedTexture.DrawTile does not seem to draw anything to the ScriptedTexture's canvas.
Resources:
ScriptedTexDemo.zip (contains base texture with palette and .utx with two ScriptedTextures)
Code:
I expected to see a white and light blue image to appear on the HUD. 436 behaves as expected. 469b and 469c do not, it is all black instead.