Yeah, with D3D you need access to the object; which isn't exposed in hl.
I was able to grab the direcSOUND object in quake2 (long before it went
opensource, I did my own sound thing to play music in a quake2 mod I was
doing) but I've never been successful in getting the d3d object for HL,
so I just left it as a "can't be done" scenario.

(to get the dsound object you just need to find the active app, and work
from there, the d3d one baffles me)


-omega
http://www.frontline2.com


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Pat Magnan
Sent: October 19, 2003 1:55 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] TriAPI Question

Hmm, haven't played with D3D at all, is the problem you just can't get
reference to the surfaces/device context the engine uses i guess?

HL2 will be interesting to see if there is something available up in the
client code such that we can do our own D3D calls should we need to...
;).

At 12:56 AM 10/19/2003 -0400, you wrote:
>Yes to the opengl, no to the d3d.
>
>
>
>-omega
>http://www.frontline2.com
>
>
>-----Original Message-----
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Keith
>Jackson
>Sent: October 19, 2003 12:34 AM
>To: [EMAIL PROTECTED]
>Subject: [hlcoders] TriAPI Question
>
>This is a multi-part message in MIME format.
>--
>[ Picked text/plain from multipart/alternative ]
>Alright, I've been researching the past few hours, my eyes hurt, and
I'm
>tired. I want to draw triangles without a texture. Just colors. Why
>waste speed doing textures if I just want a flat color? Is this
>possible? I cannot make it work at all. As soon as I take the TexCoord
>calls out, it no longer works, regardless of me putting in Color() and
>Brightness() calls.
>
>So, is the TriAPI only for textured triangles? I can obviously get
>around this by making a solid colored texture, but that seems like an
>awful hack to me.
>
>Also, where should I start looking to get 'deeper' into the drawing
>code? Can I find if we are in OpenGL mode and just start making gl*
>calls on my own? Or if we are in DX mode and start making DirectX
calls?
>
>Thanks ahead of time.
>
>Keith
>
>--
>
>
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