We have a similar thing in Eradicators - the only card it's had problems
with to date is a Kyro2, which just had a viewport bigger than the screen,
and traingular in shape.

----- Original Message -----
From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 15, 2003 12:18 PM
Subject: Re: [hlcoders] Multiple viewports in HL?


> The problem seems to relate to my Gforce4 4200 card, I've tried various
> driver versions with the same bizzare effect ranging from full screen
> blurring to a HOM effect only when the view turns and it's rendered were
> some surfaces should be.
>
> ----- Original Message -----
> From: <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, January 15, 2003 11:55 AM
> Subject: [hlcoders] Multiple viewports in HL?
>
>
> > There are instructions in HLTV.doc that describe how to make
> > multiple viewports in HL. (the mechanism HLRally are using to
> > make a rear-view mirror.)
> >
> > I've been trying out this feature, and although it works fine on
> > my machine (and on most other people's), one person is getting a
> > hall-of-mirrors effect all over the window that's being drawn
> > first. (Apparently it works fine in Direct3D, but not in OpenGL.
> > We want to use OpenGL...)
> >
> > So:
> > Is there anything produced by Valve which uses the multiple
> > -viewports feature? It would be nice to know whether that has
> > problems too, or whether it's my fault for setting something
> > up wrong.
> >
> > And apart from that - is this a known problem? Any suggestions as
> > to what might be going wrong? Any workarounds?
> >
> > --
> > Laurie Cheers
> > _______________________________________________
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> >
>
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