Thread: Resizable mode (overlay drawingarea)

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  1. #1 Resizable mode (overlay drawingarea) 
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    Hey

    So on resizable mode everything is drawn on 1 drawing area. But I want to create a new drawing area over it, but the problem is it will constantly flash, since both drawing areas are updated on the area..

    Heres a little drawing to explain why I need the new drawing area: (the black box would be the borders of the new drawing area, and the red thing represents a model) - now when this is done with drawing areas it would cut-off the parts of the model which go over the area and without it it will just draw the model completely, which doesnt really look that great.
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    OR is there some other way to accomplish this?
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    You can draw to a separate BufferedImage for game/UI instead of the super.graphics calls when drawing and then just draw them both to the super.graphics once the drawing cycle ends.
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    Quote Originally Posted by RSPSi View Post
    You can draw to a separate BufferedImage for game/UI instead of the super.graphics calls when drawing and then just draw them both to the super.graphics once the drawing cycle ends.
    im drawing a model not image.
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    Quote Originally Posted by mige5 View Post
    im drawing a model not image.
    All drawing in the client is eventually drawn to an image buffer, they're usually called like RSImageProducer(?). The draw cycle is like this

    Init raster for image producer
    Do drawing/rendering/whatever
    Draw image producer to super.graphics

    You just need to change the drawing of the image producers relevant to game (usually after the scenegraph.render call) from super.graphics to a gameBufferedImage.getGraphics(), then change the super.graphics call for all the UI drawing to uiBufferedImage.getGraphics() and then at the end of the cycle, draw the gameBufferedImage then the uiBufferedImage to super.graphics.
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  6. #5  
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    Quote Originally Posted by RSPSi View Post
    All drawing in the client is eventually drawn to an image buffer, they're usually called like RSImageProducer(?). The draw cycle is like this

    Init raster for image producer
    Do drawing/rendering/whatever
    Draw image producer to super.graphics

    You just need to change the drawing of the image producers relevant to game (usually after the scenegraph.render call) from super.graphics to a gameBufferedImage.getGraphics(), then change the super.graphics call for all the UI drawing to uiBufferedImage.getGraphics() and then at the end of the cycle, draw the gameBufferedImage then the uiBufferedImage to super.graphics.
    Thanks, got the idea . Will try at some point if I manage to do it properly.
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    Quote Originally Posted by RSPSi View Post
    All drawing in the client is eventually drawn to an image buffer, they're usually called like RSImageProducer(?). The draw cycle is like this

    Init raster for image producer
    Do drawing/rendering/whatever
    Draw image producer to super.graphics

    You just need to change the drawing of the image producers relevant to game (usually after the scenegraph.render call) from super.graphics to a gameBufferedImage.getGraphics(), then change the super.graphics call for all the UI drawing to uiBufferedImage.getGraphics() and then at the end of the cycle, draw the gameBufferedImage then the uiBufferedImage to super.graphics.
    Hey, just tried this.. it wont work if I want to use something transparent in the overlay?
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    Discord Johnyblob22#7757


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    what revision is this, looks wack
    Attached image
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    Quote Originally Posted by Johnyblob22 View Post
    what revision is this, looks wack
    317 loading 525+ i guess since it has nex
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    Registered Member Gorvek's Avatar
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    Quote Originally Posted by Johnyblob22 View Post
    what revision is this, looks wack
    #317 client (iirc) and it's loading his 667 i believe as well.
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  11. #10  
    Discord Johnyblob22#7757


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    Quote Originally Posted by Zac View Post
    317 loading 525+ i guess since it has nex
    oh god no please
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