Originally Posted by sirinsidiator
Texture paths in the game's UI are generally easy to know. Either the path is returned by some method, or well known beforehand, or you can just retrieve it via GetTextureFilename if you already have a texture control.
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It's interesting, MyTextureControl:GetTextureFilename() returns an error that GetTextureFilename() is nil. Maybe i'm doing something wrong.
Anyway is it really that the game takes a texture path, draws a texture in a texture control and then if you alter the texture controls is creates a dynamic texture path for that control?
My assumption was that if let's say we set MyTextureControl:SetTexture("mypath/mytexture.dds") then no matter what transformation on the screen the MyTextureControl had it always point to the same texture path ("mypath/mytexture.dds") unless you explicitly replace that texture path with a new one.
So
MyTextureControl:SetTexture("mypath/mytexture.dds")
MyTextureControl:SetTextureCoords(0.5,1,0.5,1)
MyTextureControl:GetTexture() - not sure it's a correct function to call;
will still return "mypath/mytexture.dds".
Is it correct?
But as to my original question - THANK YOU. Negative width in zo_iconTextFormat did the trick. That was exactly what i was looking for.