I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

Search results

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search

Page title matches

Page text matches

  • +- Canvas
    21 KB (1,348 words) - 11:57, 14 November 2009
  • ...raw it in its original colors. This works exactly like the [[Legacy:Canvas|Canvas]] DrawColor.
    670 B (88 words) - 15:03, 19 October 2006
  • {{classbox| [[Legacy:UT3|UT3]] :: [[Legacy:Object (UT3)|Object (UT3)]] >> Canvas (Package: Engine)}} A drawing canvas.
    1 KB (175 words) - 06:06, 12 February 2008
  • function PostRender( canvas Canvas ) Canvas.SetPos(20,300);
    12 KB (1,235 words) - 04:28, 19 November 2007
  • simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos) super.DisplayDebug(Canvas, YL, YPos);
    12 KB (2,041 words) - 08:39, 6 November 2006
  • * [[Legacy:Canvas (DX)|Canvas (DX)]]
    7 KB (1,040 words) - 09:42, 25 November 2006
  • Canvas=Engine.Canvas
    7 KB (763 words) - 09:25, 17 February 2005
  • ; RenderOverlays( canvas Canvas ):
    24 KB (2,192 words) - 19:35, 28 November 2006
  • ...allow HUD mutators and ''PickupPlus'' items to draw on the [[Legacy:Canvas|Canvas]] right before or after the <tt>RenderOverlays</tt> function is executed. T
    9 KB (1,057 words) - 06:54, 19 November 2007
  • ...JECTSPACE}}:{{BASEPAGENAME}}/PickupPlus]] items are allowed to draw on the canvas. ; OldRenderOverlays([[Legacy:Canvas (UT)|Canvas (UT)]] C) : Called by this class' RenderOverlays() or PreRenderOverlays() f
    11 KB (1,481 words) - 06:56, 19 November 2007
  • ; PostRender([[Legacy:Canvas (UT)|Canvas (UT)]] Canvas) [simulated] : Fixed version of [[Mutator (UT)]Mutator].PostRender(), which ...nderOverlaysFor([[Legacy:Weapon (UT)|Weapon (UT)]] W, [[Legacy:Canvas (UT)|Canvas (UT)]] C) [simulated] : Called for all EnhancedMutators after an [[:{{SUBJE
    9 KB (1,141 words) - 06:56, 19 November 2007
  • ...collected. In addition, actors in the entry level can be displayed on the canvas like any other actor. I don't believe that AllActors will iterate through
    665 B (109 words) - 11:18, 6 December 2008
  • ...deal. I started with the Clear-Z trick for portals on the [[Legacy:Canvas|Canvas]] page, and now I've added a question/anwser to the [[Legacy:Unreal_Coding_
    873 B (136 words) - 07:41, 21 April 2004
  • simulated event RenderOverlays( Canvas Canvas ) Canvas.DrawColor = CrosshairColor;
    13 KB (1,142 words) - 22:47, 25 October 2007
  • * PostRender(Canvas C) - called in a user's HUD (and other places?) immediatly after rendering
    13 KB (2,154 words) - 09:53, 29 November 2009
  • simulated function NewDrawWeaponInfo(Canvas Canvas, float YPos) ScaleFactor = 99 * Canvas.ClipX/3200;
    9 KB (789 words) - 23:06, 4 November 2007
  • simulated function DrawWeaponInfo(Canvas Canvas) NewDrawWeaponInfo(Canvas, 0.705*Canvas.ClipY);
    16 KB (1,240 words) - 14:25, 8 February 2008
  • ; DrawTextDebug(Canvas Canvas, String str, optional int indent): Draw text for debugging
    6 KB (808 words) - 04:15, 18 October 2004
  • ; float SomeNativeFunction (Class<[[Legacy:Canvas|Canvas]]> C) [static, final] : Whatever this one does.
    5 KB (754 words) - 15:04, 10 January 2005
  • simulated function DrawHudPassA(Canvas C)
    5 KB (473 words) - 17:47, 18 August 2005

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)