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Map Gestures - reduce the size of the procedural texture and don't generate mipmaps (#7876)
* change procedural texture to static texture existing in a3 Assets * use a smaller and no mimaps in the procedural texture
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@ -48,7 +48,7 @@ private _players = [_positions, FUNC(getProximityPlayers), missionNamespace, QGV
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// Render icon and player name
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_mapHandle drawIcon ["\a3\ui_f\data\gui\cfg\Hints\icon_text\group_1_ca.paa", _color, _pos, ICON_RENDER_SIZE, ICON_RENDER_SIZE, ICON_ANGLE, "", ICON_SHADOW, TEXT_SIZE, TEXT_FONT, ICON_TEXT_ALIGN];
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_mapHandle drawIcon ["#(argb,8,8,3)color(0,0,0,0)", GVAR(nameTextColor), _pos, TEXT_ICON_RENDER_SIZE, TEXT_ICON_RENDER_SIZE, ICON_ANGLE, name _x, TEXT_SHADOW, TEXT_SIZE, TEXT_FONT, ICON_TEXT_ALIGN];
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_mapHandle drawIcon ["#(argb,1,1,1)color(0,0,0,0)", GVAR(nameTextColor), _pos, TEXT_ICON_RENDER_SIZE, TEXT_ICON_RENDER_SIZE, ICON_ANGLE, name _x, TEXT_SHADOW, TEXT_SIZE, TEXT_FONT, ICON_TEXT_ALIGN];
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};
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} forEach _players;
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