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- ; DrawScoreboard ([[Legacy:Canvas|Canvas]] C) : Calls ''UpdateGRI'' and ''UpdateScoreBoard''. ...nWidthMedium and when it finds one smaller or equal to the [[Legacy:Canvas|Canvas]]'s ClipX (Bottom right clipping region) then it returns that font. Otherw4 KB (455 words) - 11:44, 21 November 2005
- <uscript>simulated function DrawCursor (Canvas C) I divide by canvas size because the SpriteWidget struct obviously expects a scaled float value11 KB (1,901 words) - 00:11, 9 January 2007
- ...T)|Texture (UT)]] Tex) : Copies the given texture on the ScriptedTexture's canvas. The given texture and the ScriptedTexture must have exactly the same size6 KB (808 words) - 12:00, 20 October 2004
- ; DisplayDebug( [[Legacy:Canvas|Canvas]] Canvas, out float YL, out float YPos ) :8 KB (1,011 words) - 08:19, 11 December 2005
- ; UpdateScoreBoard ([[Legacy:Canvas|Canvas]] Canvas) : Configures the size of the menu and text to the correct size for the num ; DrawMatchID ([[Legacy:Canvas|Canvas]] Canvas, int FontReduction) : Draws the ''MatchIDText'' and the [[Legacy:GameReplic4 KB (506 words) - 02:08, 13 August 2003
- '''Mychaeel:''' Use Canvas.DrawActor in PostRender. ...mpute what parts of the beam are visible, then trace out that shape on the canvas.15 KB (2,692 words) - 02:35, 9 October 2003
- ; DrawComponent(Canvas Canvas, GUIStyles GUIStyle, string StyleName, GUI.eMenuState MenuState, float Scre ; DrawConsole(Canvas Canvas, string TypedStr, int TypedStrPos, array<string> History, int SBHead, int S6 KB (603 words) - 03:22, 17 May 2008
- ; bool InternalOnDraw(Canvas Canvas, eMenuState MenuState, float Left, float Top, float Width, float Height ): ; bool InternalOnDrawText(Canvas Canvas, eMenuState MenuState, float Left, float Top, float Width, float Height, eT1 KB (107 words) - 03:22, 17 May 2008
- ; bool FloatingPreDraw(Canvas C ): ; FloatingRendered(Canvas C ):2 KB (177 words) - 03:21, 17 May 2008
- ; PostRender(Canvas Canvas ):1 KB (137 words) - 03:19, 17 May 2008
- ; Render( [[Legacy:Canvas|Canvas]] C ) : Using <tt>Canvas.DrawTile()</tt>, this draws the HUDMaterial to the over the player's HUD.1 KB (168 words) - 20:00, 17 December 2005
- * Canvas/HUD ...c pre-Release Version of Weapons capable of Overlayers/Combiners using the Canvas that the [[Legacy:UnrealTournament Extension Pack|UnrealTournament Extensio7 KB (1,092 words) - 20:04, 3 January 2008
- ...a "real" Canvas object, allowing the entire range of [[Legacy:Canvas (UT3)|Canvas (UT3)]] features to be used. ...dsUpdate (transient) : Whether the texture needs to be redrawn. The Render(Canvas) delegate will be called at the end of the tick, just before all other rend2 KB (334 words) - 16:08, 9 February 2008
- ...DrawPortal function seems to be available not only for the [[Legacy:Canvas|Canvas]], but also for [[Legacy:ScriptedTexture|ScriptedTexture]]s. In UT it's not8 KB (1,119 words) - 16:51, 26 April 2008
- ...rawing items directly onto a player's display. The most common use of the canvas is in the creation and modification of a [[Legacy:HUD|HUD]]. ...rface]]s and [[Legacy:Mesh|mesh]]es or directly drawn on a [[Legacy:Canvas|canvas]]; also see [[Legacy:Texture|texture]]28 KB (4,193 words) - 09:25, 17 June 2007
- ...rotated. Yaw rotates as you would expect. Pitch and Roll rotate it "out of canvas plane".2 KB (214 words) - 14:45, 15 January 2006
- function DrawHud(Canvas c)7 KB (896 words) - 14:24, 27 December 2002
- function DrawHUD(Canvas C)4 KB (442 words) - 17:42, 14 May 2005
- ...rget2D onto the screen could be achieved by using the [[Legacy:Canvas (UT)|Canvas (UT)]] function <code>DrawPortal()</code>. In UT2004 the same effect as usi3 KB (369 words) - 08:43, 9 February 2008
- * [[Legacy:RotatedText|Displaying Rotated Text on a Canvas]]14 KB (1,963 words) - 15:52, 29 April 2010