Hi there.

Anybody know of any special tricks to make worldtoscreen function if you use
more than one viewport?
I've tried calculating it all inside the very first pass; in triapi, and
storing the results of all worldtoscreen calls into an array of vectors as a
test; and then use the results later at hud draw time, however this still
doesn't seem to work. I've even cached the original angles/origin from that
pass. What ends up happening is, as soon as I have another viewport open,
the cords in worldtoscreen seem to shift, as in; if I look down, the object
floats up toward the top of the screen, and if I look up, it goes down; but
doesn't stay centered on the object that im "locked" onto. As soon as I shut
off the second viewport, it locks onto the object as usual, and stays locked
whether I look up/down.

Any suggestions?


-omega
Blackened Interactive - http://www.blackened-interactive.com
Omega Wing - http://owing.blackened-interactive.com


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