It was already established like months and months and months and months ago,
and re-affirmed ~4 days ago that Alfred is with valve.
So "we" == valve, including Alfred.

-omega
Blackened Interactive - http://www.blackened-interactive.com
Omega Wing - http://owing.blackened-interactive.com
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Marco Leise
Sent: July 23, 2003 5:15 PM
To: [EMAIL PROTECTED]

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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>>> please visit:
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>>>
>>>
>>
>>
>>
>> _______________________________________________
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>> please visit:
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>
> _______________________________________________
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> please visit:
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>



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