Quote: --- Original message by: l283023
Okay, you can compile them with the blue borders and leave it as a 2d texture.
Then it will still be one image.
wat. That has to be the stupidest way to create UI bitmaps that i've ever heard of :|
All you need to do is place the selected bitmap to the right of the unselected one, and surround each with a 1px blue border. Compile once, it'll say that your bitmaps aren't in the power of two dimensions (unless you've set it up to, which you can if you really want to). Just change the bitmap type from 2d texture to interface bitmap - it'll bypass the dimension check so your bitmap can be any size. Halo will take care of the rest. Having the bitmap being the same size as your button is ideal for when you're figuring out the widget's bounds (if the bounds of your button = bounds of the bitmap). Saves you from guessing the width/height bounds to allow an adjacent button to be used completely.
Here's an example from an early version of the DH UI:

edit: The blue border is supposed to be 1px wide, jpeg compression has killed it a little bit.
Edited by Timo on Jan 31, 2010 at 07:03 AM