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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

