IIRC, omega had the same problem when I was messing with multiple viewports?
I don't think we ever tracked down what was causing it.

Laurie:
I don't know if you've seen this already, but I did this when the viewports
were first added.  It lets you open/close/change/etc viewports a little more
dynamic than how Valve has it right now. It's been ages since I looked at
it, so I hope nothing is too off about it.

http://hlpp.telefragged.com/tut-cln.htm (Click viewport management)


bigguy

From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]>
Reply-To: [EMAIL PROTECTED]
To: <[EMAIL PROTECTED]>
Subject: Re: [hlcoders] Multiple viewports in HL?
Date: Wed, 15 Jan 2003 13:21:30 -0000

Well that would suggest that there's two issues rather than one since these
two cards work completely differently.

----- Original Message -----
From: Neale Roberts <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 15, 2003 1:12 PM
Subject: Re: [hlcoders] Multiple viewports in HL?


> I think it was probably something to do with the Kyro's tile-based
> rendering.
>
> ----- Original Message -----
> From: "Chris 'Tal-N' Blane" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, January 15, 2003 1:03 PM
> Subject: Re: [hlcoders] Multiple viewports in HL?
>
>
> > Triangular?, Laurie said they could only be rectangular. Wonder if
it's
a
> > driver or chipset compatibility problem with the current version of
HL.
> The
> > last patch was a fair while ago after all and i know the 4200 is very
> recent
> > technology, but it's not the Gf4 in general since Laurie has one.
> >
> > ----- Original Message -----
> > From: Neale Roberts <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Wednesday, January 15, 2003 12:51 PM
> > Subject: Re: [hlcoders] Multiple viewports in HL?
> >
> >
> > > 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
> > > > > _______________________________________________
> > > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
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> > > > >
> > > >
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> > > >
> > >
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> >
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> >
>
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