[Lengthy preamble...] I've been trying to make a special effect - essentially, I want to make an object which shows up as a Hall of Mirrors effect. You can walk around it, and from all sides you see a standing HOM.
Now, if I was writing my own OpenGL app, I would do this by drawing this object before I drew anything else. It would be drawn completely transparent, only affecting the Z buffer, so that nothing behind it could be drawn. That's what I'd _like_ to do. Unfortunately, it looks like TriAPI can't draw anything until _after_ the whole world has been drawn, so that doesn't work. Now, I've been looking into the possibility of doing the same thing with two viewports, both covering the whole screen: one viewport is drawn first, with onlyClientDraw set, and draws my object. Then the other viewport is drawn, *without clearing the z buffer*. Thus my object will still show through. The key is not to clear the Z buffer between drawing the two viewports. Now, I _thought_ I could do that by setting gl_ztrick while I rendered the second viewport. But I'm getting some very strange results, and I'm having a lot of trouble working out what exactly gl_ztrick does. (I know what it does in the Quake 1 source code, but it looks like there must be something different for HL...) So - finally getting to the point - is there any chance I could see the source code which handles gl_ztrick? Just that function (R_Clear in glquake), and maybe the one which calls it? -- Laurie Cheers _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

