This is kind of a follow-up to this thread:
GetTexture() returns nil on unloaded textures
I've been trying to update
LargerMacroIconSelection for the Equipment Manager icons too, but you have to show the parent frame(s) first in order to get the textures
- At first I tried showing and hiding it, but then it would give an error
Lua Code:
CharacterFrame:Show()
GearManagerDialogPopup:Show()
for _, child in ipairs(regions) do
if child.GetTexture then
if child:GetTexture() == "Interface\\MacroFrame\\MacroPopup-TopLeft.blp" then
-- dostuff
end
end
end
CharacterFrame:Hide()
GearManagerDialogPopup:Hide()
_
- Then I tried ToggleCharacter("PaperDollFrame"), but it would throw errors on login
Lua Code:
ToggleCharacter("PaperDollFrame")
GearManagerDialogPopup:Show()
for _, child in ipairs(regions) do
if child.GetTexture then
if child:GetTexture() == "Interface\\MacroFrame\\MacroPopup-TopLeft.blp" then
-- dostuff
end
end
end
ToggleCharacter("PaperDollFrame")
GearManagerDialogPopup:Hide()
_
- Now that I fail to work around it, my last resort is to just disable the releaseUITextures CVar
But since Blizzard wants UI textures to be freed up when not visible, can I get away with doing that?
Would the increase in memory (or any performance hit) be significant?
Lua Code:
if GetCVar("releaseUITextures") == "1" then
SetCVar("releaseUITextures", 0)
-- ask the user if they want to do a /reload
-- for releaseUITextures to be properly disabled, so we can grab our textures
end
* I haven't yet checked into setting it up once the GearManagerDialogPopup is actually being shown, instead of at player login. Maybe that will also work...