Originally Posted by rulezyx
I get the color and gradient/effect stuff but I still dont understand where the texture (length/size) came from
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The size is set via SetPoint calls in CompactUnitFrameUtil_UpdateFillBar. It is called as: CompactUnitFrameUtil_UpdateFillBar(frame, healthTexture, frame.myHealPrediction, myIncomingHeal, -myCurrentHealAbsorbPercent)
Originally Posted by rulezyx
Maybe I am missing something and its just color but I am a bit confused because for shield/absorb theres a Raidframe Texture called "Shield-Overlay".
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The SetColorTexture(r, g, b) call creates a texture of uniform color. Before Blizzard added that you had to do:
Code:
tex:SetTexture([[Interface\BUTTONS\WHITE8X8]])
tex:SetVertexColor(r, g, b)
Originally Posted by rulezyx
It would be pretty nice if I could change the white-texture to my statusbar-texture like the rest of my UI.
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You can. It is still just a normal texture like any other.