by Kzer-Za » Sat Jan 08, 2022 12:13 am
And is it possible with this method to "completely freeze" the picture on the screen? What I mean is that with the default pause screen, some parts of the picture stay animated: textures with animdefs remain animated, and textures with shaders applied also keep their shaders, so if the shader animates the texture, it remains animated when the game is paused.
For me personally it ruins the immersion, since on one hand you can see, for example, a falling object that has frozen in midair, while on the other hand, (for example) the water in a waterfall keeps flowing down. It has been bugging me for a long time.
So, is it possible with DrawPaused to remember the state of all the pixels on the screen at the moment when the game was paused and keep drawing this exact picture until the game is unpaused? If so, how do I go about it?
And is it possible with this method to "completely freeze" the picture on the screen? What I mean is that with the default pause screen, some parts of the picture stay animated: textures with animdefs remain animated, and textures with shaders applied also keep their shaders, so if the shader animates the texture, it remains animated when the game is paused.
For me personally it ruins the immersion, since on one hand you can see, for example, a falling object that has frozen in midair, while on the other hand, (for example) the water in a waterfall keeps flowing down. It has been bugging me for a long time.
So, is it possible with DrawPaused to remember the state of all the pixels on the screen at the moment when the game was paused and keep drawing this exact picture until the game is unpaused? If so, how do I go about it?