This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Yes, random tiling textures are supported in OpenGL and D3D mode.
It just looks like Valve forgot about the feature for Half-Life 2. Either that, or, they thought it looked ugly and had to go. -David "Sniper" McDermott Sven Co-op Lead Programmer On 8/31/2004 6:19:44 AM, [EMAIL PROTECTED] wrote: > I think that is complelty wrong, look at the pic that I took (was already > linked in the first post): > http://img31.exs.cx/img31/6120/highqual.jpg > > I can 100% asure you that I haven taken this in OpenGL Hardware > Accelerated > Mode! > You can easily see, that there are different versions of the rusty metall > wall! > > While in the PHL screen the texutre is repeated over and over again: > http://www.planethalflife.com/screenshot. > asp?src=/images/screensnew/valve_20040827_2.jpg > > (Aren't the textures already tiled at compile time, I am not sure about > this?) > > ----- Original Message ----- > From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Monday, August 30, 2004 9:57 PM > Subject: Re: [hlcoders] Half-Life:Source? > > > > Andrew Foss wrote: > > > >> Didn't > random texture tiling get broken outside of software in the won > >> days, anyway? > > Ah, yes. That sounds correct. Random texture tiling is only > > supported > > in the software rendering mode (it don't work in OpenGL or D3D). > > > > Good point. > > > > -- > > Jeffrey "botman" Broome > > > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

