there is masking in the compass map where a square scissored out portion of the command map is masked by a spherical shader.
I was looking to mask icons in the compass against that same shader (so they won’t appear to clipfrom the sides on full zooms), but i encountered some problems :
- The only mentioning of such a mask method in the code was :
CG_DrawPic( sc_x, sc_y, sc_w, sc_h, cgs.media.commandCentreAutomapMaskShader );
...
if( cgs.ccLayers ) {
trap_R_DrawStretchPic( sc_x, sc_y, sc_w, sc_h, s0, t0, s1, t1, cgs.media.commandCentreAutomapShader[cgs.ccSelectedLayer] );
} else {
trap_R_DrawStretchPic( sc_x, sc_y, sc_w, sc_h, s0, t0, s1, t1, cgs.media.commandCentreAutomapShader[0] );
}
The trap_R_DrawStretchPic is basically drawing a certain portion from the command map.
I tried removing the DrawPic of the MaskShader, but instead of displaying a square pic like i thought it would, it didn’t display anything - and trying to remove the DrawStretchPics displayed a black circle (the mask i presume)
-
trying to add the CG_DrawPic() of the MaskShader and adding it before other shader DrawPic’s yielded nothing and didn’t work in any method possible (it simply displayed a black circle, (just to mention, the icons i tried masking where valid and i was able to tweak them))
-
The MaskShader is registered in :
cgs.media.commandCentreAutomapMaskShader = trap_R_RegisterShaderNoMip( "levelshots/automap_mask" );
Opening the pak0.pk3 where the original ET media is stored yielded nothing, there is no automap_mask.tga “levelshots/”.
All help would be appreciated,
Thanks in advance
), and that’s why i posted the problem here :