Vertical statusbars finally working as intended
Out of curiosity I did a test.
http://code.google.com/p/rothui/sour...StatusbarDebug And see what I got. Vertical statusbars finally working as intended!!! Thus it is finally possible to use non-rectangular textureobjects on vertical statusbars. So no more workaround with SetTexCoord handling...sweet! Going to do some more tests with different texture sizes. :) *edit* Yep...still working. Now that is pretty awesome. I tested this because my burning ember display should be a vertical statusbar containing a flame texture. |
If it didn't work before, then what were HUDs using?
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Well...I'm using
Lua Code:
Because when I created oUF_D3Orbs (err...long time ago) the vertical statusbar textures bugged out all the time. |
Oh, derp - texcoords. Need moar caffeine!
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I've noticed there's a new(new to me at least) status bar method SetReverseFill(1nil), which would supposedly fill the texture from the other side, but here is what it does(2nd and 4th row):
(i used your code just with bar:SetReverseFill(1)) So you still have to use SetTexCoord for R2L and T2B orientations, unless u want that wierd sliding behaviour. |
Hmm intesting though. Same SetTexCoord just opposite SetPoint.
It can be used if you need a ping-pong like animation. (Dropping ball or the like) |
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