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VGui: deprecate old texture streaming debug overlay
Replaced by the new imgui version which offers the ability to explore the real-time list, in commit c2deaaf3e8c50e08776e960934a161845f55addf.
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parent
c2deaaf3e8
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716a3efa0c
@ -106,10 +106,6 @@ void CTextOverlay::Update(void)
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{
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DrawCrosshairMaterial();
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}
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if (stream_overlay->GetBool())
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{
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DrawStreamOverlay();
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}
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}
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//-----------------------------------------------------------------------------
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@ -314,27 +310,6 @@ void CTextOverlay::DrawCrosshairMaterial(void) const
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material->shaderset->m_nTextureInputCount);
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}
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//-----------------------------------------------------------------------------
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// Purpose: draws the stream overlay on screen.
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//-----------------------------------------------------------------------------
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void CTextOverlay::DrawStreamOverlay(void) const
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{
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// todo(amos): the stream overlay will use a lot more memory in tex/mtl
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// modes on larger levels than the static buffer allows for. But even if we
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// increase this stack buffer, the RUI will cull strings out as it couldn't
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// hold all the strings necessary to display it. This whole overlay needs
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// to be reworked into an ImGui overlay, or a panel that runs alongside
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// the game. For the buffer, we should allocate it on the heap with help of
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// the cvar 'stream_overlay_memory'; see the implementation of the command
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// 'stream_dumpinfo' for more information regarding this cvar. For video
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// reference, see https://youtu.be/4BuvKotqpWo&t=1070 for an actual impl.
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static char szLogbuf[4096];
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static const Color c = { 255, 255, 255, 255 };
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TextureStreamMgr_GetStreamOverlay(stream_overlay_mode->GetString(), szLogbuf, sizeof(szLogbuf));
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CMatSystemSurface__DrawColoredText(g_pMatSystemSurface, v_Rui_GetFontFace(), m_nFontHeight, 20, 300, c.r(), c.g(), c.b(), c.a(), "%s", szLogbuf);
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}
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//-----------------------------------------------------------------------------
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// Purpose: gets the log color for context.
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// Input : context -
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@ -33,7 +33,6 @@ public:
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void DrawSimStats(void) const;
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void DrawGPUStats(void) const;
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void DrawCrosshairMaterial(void) const;
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void DrawStreamOverlay(void) const;
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void Con_NPrintf(void);
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