GuiShapeNameHud
by Howard Dortch · in Torque Game Engine · 09/25/2004 (11:05 am) · 0 replies
I have a couple questions on this item.
First is when using the cloaking for a character the name still appears above the cloaked player. I did this to fix it but not sure if it's the proper place or way to do it.
if ((*itr)->getType() & ShapeBaseObjectType) {
ShapeBase* shape = static_cast(*itr);
if(shape->getCloakedState()){continue;} <<<<< ADDED THIS
Second, it looks like I can fade the name out over distance but it doesn't fade. Anyone know how to fix that part?
I'm thinking the opaque = false should make it work but it doesn't seem to.
// Deal with opacity and draw.
mTextColor.alpha = opacity;
dglSetBitmapModulation(mTextColor); <<<<< If this has an alpha state should it work
dglDrawText(mProfile->mFont, offset, name);
dglClearBitmapModulation();
First is when using the cloaking for a character the name still appears above the cloaked player. I did this to fix it but not sure if it's the proper place or way to do it.
if ((*itr)->getType() & ShapeBaseObjectType) {
ShapeBase* shape = static_cast
if(shape->getCloakedState()){continue;} <<<<< ADDED THIS
Second, it looks like I can fade the name out over distance but it doesn't fade. Anyone know how to fix that part?
I'm thinking the opaque = false should make it work but it doesn't seem to.
// Deal with opacity and draw.
mTextColor.alpha = opacity;
dglSetBitmapModulation(mTextColor); <<<<< If this has an alpha state should it work
dglDrawText(mProfile->mFont, offset, name);
dglClearBitmapModulation();