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07/06/17, 10:44 AM   #3
Shinni
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Join Date: Mar 2014
Posts: 167
The closest thing to masking is probably to split your image into multiple texture controls.
You can let each control display a subportion of the image via SetVertexUV, so you can create a grid of controls to display the entire image.
Then you can set the alpha of some corners of some controls to 0 via SetVertexColors (or hide an entire control via SetHidden) to create a poor man's version of a mask.
That's how i did the "masking" in TrueExploration:
http://www.esoui.com/downloads/info5...ploration.html
Here I display a parchment image above the map and mask the areas that were already visited by the player to create some kind of Fog-of-War effect.
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