@tyeni yup, that's exactly what i'm doing. Tried creating a new .tga for the texture, call it as
local cptexture = "Interface\\AddOns\\oUF_Lyn\\textures\\combotex"
However it doesn't appear. Not sure why. I replaced "bartex" (or "bubbletex" as you show above) with "cptexture" - no go.
I'm modifying Lyn's old layout as a base to update it a bit. Added some borders to the unitframes with some help from Rufio UI and others. Thought having the same for the CPs would be cool.
Here's how I have it now, code borrowed from Caellian. Actually, it's nice and simple. Just spawns a background color, as shown in the code below, and in the screenshot below.
Code:
self.CPoints = {}
self.CPoints.unit = PlayerFrame.unit
for i = 1, 5 do
self.CPoints[i] = self.Health:CreateTexture(nil, "OVERLAY")
self.CPoints[i]:SetHeight(8)
self.CPoints[i]:SetWidth(38)
self.CPoints[i]:SetTexture(bartex)
if i == 1 then
self.CPoints[i]:SetPoint("LEFT", self.Health, "LEFT", 0, 17)
self.CPoints[i]:SetVertexColor(1, 0.94, 0.32)
else
self.CPoints[i]:SetPoint("LEFT", self.CPoints[i-1], "RIGHT", 3, 0)
end
end
self.CPoints[2]:SetVertexColor(1, 0.94, 0.32)
self.CPoints[3]:SetVertexColor(1, 0.49, 0.04)
self.CPoints[4]:SetVertexColor(1, 0.49, 0.04)
self.CPoints[5]:SetVertexColor(0.76, .11, 0.23)