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Active Member
What is ClipState?
I see that the following check is made in some plugins:
Code:
if (clipState != ClipState.BeforeClip) return;
And I saw that the possible values are BeforeClip, AfterClip and Inventory. What do they represent?
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Savvy ? 🐒
'public void PaintTopInGame(ClipState clipState)' method make 3 calls per frame.
- BeforeClip : before inventory & other is rendered => can be removed by clipping?
- Inventory : inventory (displayed?) => I guess it's just a state for performance optimisation
- AfterClip : after inventory & other is rendered => can display over D3 UI Elements?
Note: that's just a guess work, only KJ can answer precisely to this.
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Active Member
Thanks Jack. So if I check for BeforeClip and draw something, when I talk to the blacksmith it would disappear?
If I check for AfterClip and draw something, would it, in this example, only appear if I talked to the blacksmith?
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Savvy ? 🐒
Originally Posted by
johnbl
So if I check for BeforeClip and draw something, when I talk to the blacksmith it would disappear?
That's how I understand it, if you draw something in the rectangle of a vendor in the BeforeClip cycle, it will be 'behind' the vendor UI.
Originally Posted by
johnbl
If I check for AfterClip and draw something, would it, in this example, only appear if I talked to the blacksmith?
That's another matter, vendors share the same 'window' UI, afaik there is no way atm to check which vendor is opened without some voodoo.
But if you draw something in the 'AfterClip' cycle it will be draw over the (virtually) top of any D3 UI elements.
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Post Thanks / Like - 1 Thanks
johnbl (1 members gave Thanks to JackCeparou for this useful post)