I haven't noticed any problems with my mouse under D3D, for either of the
two machines I worked on. In general I would use the OpenGL mode, it has
much better performance.

Marco Leise wrote:
> No hurry, I read the posts about your lazyness with the signup. What I
> meant WAS that you were not a member of valve five years ago :]. You
> tweaked D3D mode? That is good. Many people have issues with
> unresponsive mice in D3D. Have you noticed that too?
>
>> I didn't code the original engine, but I have tweaked it recently to
>> make D3D mode look prettier :) (note to self, signup with valve
>> email address...)
>>
>> I don't know enough about the win32api to be certain you can't enable
>> the stencil buffer somehow, but you certainly can't do it via
>> SetPixelFormat().
>>
>> Marco Leise wrote:
>>
>>> We? I can't imagine you were involved in coding the render engine ;)
>>> Ok, what you want to say is that there is absolutly no way to
>>> create a stencil buffer, right? *sigh* I really liked to see it and
>>> rumors going through the internet about a HL mod with shadows like
>>> in Doom 3 *g*
>>>
>>>> The stencil buffer is never enabled by the engine, in 32bpp mode
>>>> we use all 32 bits to make the textures look prutty :)
>>>>
>>>> Marco Leise wrote:
>>>>
>>>>> A wichious circle. What happens when you launch HL with command
>>>>> line option
>>>>> -32bpp ?
>>>>>
>>>>>> Read the MSDN documentation on SetPixelFormat, you can only call
>>>>>> it once per HDC (so you calling it a second time has no effect).
>>>>>> You can't destroy the HDC as HL is using that to render into.
>>>>>>
>>>>>> - Alfred
>>>>>>
>>>>>> jc wrote:
>>>>>>
>>>>>>> Phantom wrote:
>>>>>>>
>>>>>>> iirc you cant have a stenscil buffer with a 16bit z-buffer, you
>>>>>>> have to use
>>>>>>> a 32bit z-buffer, 24bits being for z-buffer data and the
>>>>>>> remaining 8bits are
>>>>>>> used for stencil infomation
>>>>>>>
>>>>>>>
>>>>>>> I was sure the nehe stencil tuts had a 16bit z-buffer :/ and I
>>>>>>> still cant get it to work. There is no change in any of the
>>>>>>> values when i get windows to describe the current pixel format.
>>>>>>> Its a though its going back to the old settings >_<.... Anyone
>>>>>>> got this to work? Shimms you said it could be done O_o... how
>>>>>>> the hell.... Do I have to destroy the DC as well O_o?
>>>>>>>
>>>>>>> g_hDC = wglGetCurrentDC();
>>>>>>> g_hRC = wglGetCurrentContext();
>>>>>>>
>>>>>>> if (!g_hDC || !g_hRC)
>>>>>>> {
>>>>>>>>> MessageBox(NULL, "OpenGL Could Not Be Located O_O", "ERROR",
>>>>>>> MB_OK);
>>>>>>> exit(1);
>>>>>>> }
>>>>>>>
>>>>>>> PIXELFORMATDESCRIPTOR  pfd;
>>>>>>>
>>>>>>> // we use hl's original pix format as a base...
>>>>>>> int iPixelFormat = GetPixelFormat(g_hDC);
>>>>>>> DescribePixelFormat(g_hDC, iPixelFormat,
>>>>>>> sizeof(PIXELFORMATDESCRIPTOR), &pfd);
>>>>>>>
>>>>>>> wglMakeCurrent( g_hDC, NULL );
>>>>>>> wglDeleteContext( g_hRC );
>>>>>>> g_hRC = NULL;
>>>>>>>
>>>>>>> pfd.cStencilBits = 1;
>>>>>>> pfd.cDepthBits = 32;
>>>>>>>
>>>>>>> iPixelFormat = ChoosePixelFormat( g_hDC, &pfd );
>>>>>>> SetPixelFormat( g_hDC, iPixelFormat, &pfd);
>>>>>>>
>>>>>>> g_hRC = wglCreateContext( g_hDC );
>>>>>>> wglMakeCurrent( g_hDC, g_hRC );
>>>>>>>
>>>>>>> jc
>>>>>>>
>>>>>>> _______________________________________________
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>>>>>>
>>>>>>
>>>>>>
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>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>>
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>>>>
>>>>
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>>>>
>>>>
>>>
>>>
>>>
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>>
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>
>
>
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