Instead of AdjustLanguage(), try
InitGuiLanguage();
If I find the time I'll dig into this a bit deeper tomorrow.
edit: removed bogus
InitGuiLanguage();
If I find the time I'll dig into this a bit deeper tomorrow.
edit: removed bogus
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Show posts MenuQuote from: Monsieur OUXX on Thu 03/01/2019 12:07:21Yep.Quote from: abstauber on Thu 03/01/2019 10:24:25
CustomDialogGui.DialogGuiOptions[eDialogGui_bg_img_transparency] = -1;
OK. I don't know what I'm doing wrong. When importing the PNG, should I say "yes" to "use alpha?" and should I select "leave transparency as-is"?
Quote from: Crimson Wizard on Thu 03/01/2019 10:01:37Quote from: Snarky on Thu 03/01/2019 08:57:23
There is no proper way. There's a bug in AGS: rendering is broken for GUIs with alpha-transparent backgrounds and content (including text) with alpha-transparency.
This was supposed to be fixed long ago! If it's still not working please do bug report, otherwise I won't know about it.
// Background
// set bg_img_transparency to -1 if you're using 32-bit graphics and
// want to preserve the alpha channel
CustomDialogGui.DialogGuiOptions[eDialogGui_bg_img] = 122;
CustomDialogGui.DialogGuiOptions[eDialogGui_bg_img_scaling] = 0;
CustomDialogGui.DialogGuiOptions[eDialogGui_bg_img_transparency] = -1;
CustomDialogGui.DialogGuiOptions[eDialogGui_bg_color] = 0;
Quote- I tried with a sprite imported from a PNG containing an all-black image with alpha (the black is 20% transparent) and and eDialogGui_bg_img_transparency set to 0, now it's the font outline that goes cuckooJust set eDialogGui_bg_img_transparency to -1 and you should be fine.
QuoteI'll check out my code and the state of the pull, as well as CW's comment asap.
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