iiv03 Posted November 1, 2019 Share Posted November 1, 2019 hey is there a way to turn color coded + clips together in dxDrawText? In real i read Syntax and i saw you should turn off clip colorCoded: Set to true to enable embedded #FFFFFF color codes. Note: clip and wordBreak are forced false if this is set. please help guys i was been searching for weeks and have not found a solution Link to comment
N3xT Posted November 1, 2019 Share Posted November 1, 2019 No, It's not possible However, you can use render targets to achieve that. Link to comment
Overkillz Posted November 1, 2019 Share Posted November 1, 2019 Of couse, you can use dxCreateRenderTarget. dxCreateRenderTarget() However, it will give you less quality unless you use dxSetBlendMode dxSetBlendMode() Link to comment
iiv03 Posted November 1, 2019 Author Share Posted November 1, 2019 (edited) 10 minutes ago, Overkillz said: Of couse, you can use dxCreateRenderTarget. dxCreateRenderTarget() However, it will give you less quality unless you use dxSetBlendMode dxSetBlendMode() I haven't used it once i used dxDrawText to give name of the players but i have no idea what I gave me. can you give me an example 10 minutes ago, N3xT said: No, It's not possible However, you can use render targets to achieve that. example please? but I didn't understand how to use it? Edited November 1, 2019 by xFabel Link to comment
iiv03 Posted November 2, 2019 Author Share Posted November 2, 2019 lol, there is no idea for responses I have fixed it myself i used dxGetTextWidth https://wiki.multitheftauto.com/wiki/DxGetTextWidth Link to comment
Overkillz Posted November 2, 2019 Share Posted November 2, 2019 (edited) dxGetTextWidth() Just gives you the width of a text depending of the font and size. It is not going to fix your issue if you are going to use Hexadecimal color codes with the clipping or wordbreaking function. You are just doing the 'invisible' box of the text adjusted to the text width.. Regards. Edited November 2, 2019 by Overkillz 1 Link to comment
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