Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
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- ; RenderComplexMessage ([[Legacy:Canvas|Canvas]] Canvas, out float XL, out float YL, optional String MessageString, optional int Sw3 KB (379 words) - 07:53, 25 December 2002
- ; HudDrawable : HudDrawable gives any program that implements a drawToHud(Canvas, float, float) function, the ability to register with a player's HUD (playe8 KB (1,205 words) - 15:55, 3 December 2010
- ...s Canvas, out float YL, out float YPos ): List important actor variable on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug ...Called by player's hud to request drawing of actor specific overlays onto canvas54 KB (7,693 words) - 03:06, 20 February 2007
- ActiveDebug.LogString("To disable this text type: ", Class'Canvas'.static.MakeColor(0,255,0,255), True,,,True); ActiveDebug.LogString("Mutate pgToggleDebug", Class'Canvas'.static.MakeColor(0,255,0,255), True, True);11 KB (1,273 words) - 08:22, 6 November 2006
- ...ave a "background texture" that was used to initialize the ScriptedTexture canvas every frame. I haven't found a corresponding property in UT2003's Scripted ...[[Legacy:ScriptedTexture|ScriptedTexture]]s and a regular [[Legacy:Canvas|Canvas]].92 KB (15,242 words) - 06:57, 3 December 2009
- ; function DrawMenu(canvas Canvas) : ; function SetFontBrightness(canvas Canvas, bool bBright) :2 KB (221 words) - 02:14, 4 May 2003
- ...and all the models in the world have been drawn. The function passes you a canvas, which is an object that is used as an interface to the player's screen. Ad function PostRender(canvas C)3 KB (517 words) - 11:08, 29 March 2003
- ...e. It draws through the PostRender function and is given a [[Legacy:Canvas|Canvas]] parameter. Look at [[Legacy:TournamentScoreBoard|TournamentScoreBoard]] f711 B (100 words) - 04:53, 14 May 2002
- ...ok in the Botpack.ChallengeHUD class for extensive examples of abusing the Canvas. Hehe.4 KB (679 words) - 04:32, 14 May 2002
- ...eel like grabbing an updated version, just go into Photoshop and flip your canvas horizontally for the skin.5 KB (803 words) - 16:31, 18 July 2003
- ...HUDMutator.PostRender(Canvas) to allow the next HUD mutator to draw on the canvas.10 KB (1,366 words) - 08:47, 25 October 2005
- function PostRender( canvas Canvas ) a = Canvas.CurYL;3 KB (352 words) - 09:47, 24 November 2003
- function DrawMuzzleFlash(Canvas Canvas) //draws and places charge effect Canvas.DrawActor( ChargeEmitter, false, false, Weapon.DisplayFOV );19 KB (2,241 words) - 01:50, 24 August 2005
- ...ectional vector, the view rotation, the FOV and the target [[Legacy:Canvas|Canvas]]. ...y:UT2003|UT2003]] you can and should use the WorldToScreen function of the Canvas or [[Legacy:Interaction|Interaction]] class.11 KB (1,487 words) - 04:23, 20 January 2008
- simulated function DrawHudPassA (Canvas C); // Alpha Pass simulated function DrawHudPassB (Canvas C); // Additive Pass13 KB (2,042 words) - 08:24, 14 March 2006
- ...like objects that can be applied to surfaces or drawn on a [[Legacy:Canvas|Canvas]].4 KB (429 words) - 20:55, 29 October 2005
- simulated function DrawHUD(Canvas C) simulated function DrawEngineStuff(Canvas C)64 KB (5,517 words) - 16:18, 19 May 2006
- If you have a [[Legacy:Canvas|Canvas]] object handy (in engine events like RenderOverlays, for instance), there' PlayerLocal = Canvas.Viewport.Actor;5 KB (661 words) - 01:14, 5 May 2007
- simulated function DrawHud (Canvas C) simulated function DrawNightVision(Canvas C)4 KB (546 words) - 00:44, 28 April 2004
- * [[Legacy:Canvas|Canvas]]9 KB (1,105 words) - 05:29, 12 February 2008