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  • 1 month later...
Posted

this is typical of the examples I could find in an old TGE copy.


I should note that not a single instance of bitmap tag had an extension, perhaps it relied on searching the original torque extensions list and is looking for ribbons.png.jpg or .png.png and failing.

 

<just:center><lmargin%:5><rmargin%:95><font:Arial Bold:20>ArcaneFX Credits
<bitmap:demo/client/ui/seperator><font:Arial:16>

 

hopefully that helps, sorry if not :/

Posted

At some point there was a change to use SDL2 maybe that broke some GUI related stuff, it did break something for me. I'm not an expert on that, but maybe worth a check.

Posted

I messed around with this in 3.10.1 and at first i though it was broken. Then i found out the the gui control needs to be larger in width then the image width to display. Other then that everything that i threw at it seem to display everything just fine.

Posted

Just tested this using the latest development branch and it seems to be working. I added a GuiMLTextCtrl (named MLTEXTCTRL) to the main menu screen and called:

MLTEXTCTRL.addText("");
Result was the Torque3D splash image rendering inside the control. That was without changing the default control size - it just resized itself to fit the splash image.


Only 'catch' I did find is you need to be sure you're sending it the correct, relative file path (where the 'root' is the same location as the Torque3D executable) otherwise it will trip up when it tries to find the bitmap. If you trace the code starting at GuiMLTextCtrl::allocBitmap() you'll see it jumps through a ton of hoops to create and tweak a Torque filepath object (Torque::Path) that's used by the texture loading code.

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