• How would I add blur to a DFrame?
    2 replies, posted
I'm making a menu for a standalone RP door system. I have a base DFrame that i want to set the material to. I've looked on the forums and only found how to blur rounded boxes in GM:HudPaint, not for any derma windows. I don't know where to start or how to recreate it in derma. Also, i've searched on google and wasn't able to find a thing about blur'ing a DFrame. If someone could lead me in the right direction, that would be awesome.
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/DFrame/SetBackgroundBlur]DFrame/SetBackgroundBlur[/url]? [B] EDIT:[/B] Oh, I guess you want the actual FRAME to be blurred, maybe try [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/Derma_DrawBackgroundBlur]Global.Derma_DrawBackgroundBlur[/url]?
[QUOTE=MPan1;49609293][img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/DFrame/SetBackgroundBlur]DFrame/SetBackgroundBlur[/url]?[/QUOTE] That just darkens and blurs the screen behind the DFrame. It doesn't do anything to the frame itself. [editline]26th January 2016[/editline] [CODE]local blur = Material("pp/blurscreen") local function DrawBlur(panel, amount) local x, y = panel:LocalToScreen(0, 0) local scrW, scrH = ScrW(), ScrH() surface.SetDrawColor(255, 255, 255) surface.SetMaterial(blur) for i = 1, 3 do blur:SetFloat("$blur", (i / 3) * (amount or 6)) blur:Recompute() render.UpdateScreenEffectTexture() surface.DrawTexturedRect(x * -1, y * -1, scrW, scrH) end end[/CODE] Dug deep and found this function on the forums. It allows you to call this [CODE]DrawBlur(self, 3)[/CODE] Call that in panel.Paint function and you will be able to set the amount of blur. I used 3 for the amount.
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