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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