I would write your own mathed using the material system using CMeshBuilder with MATERIAL_LINES as the primitive type. The cl_dll code has some examples of using a meshbuilder instead of surface() to do drawing. You'll need to hook in at the correct part of rendering to make sure the projection matrix is not set up for ortho/2d drawing, etc. You might also look at CDebugOverlay::AddLineOverlay which might already do what you want.
Yahn -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt Sent: Tuesday, May 31, 2005 12:34 PM To: [email protected] Subject: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen? I've been doing "conventional" HUD type displays, and have been using the DrawLine graphics primitive to draw various graphics items on them just fine. Now I want to take one of those displays and have sitting in 3d game space via the vgui_screen entity. It works up to a point, with my text elements showing up etc. however it has problems when I try and draw lines with DrawLine. Normally I would do... vgui::surface()->DrawLine (x1, y1, x2, y2); to draw a line from point [x1,y1] to [x2,y2] in the VGUI object's coordinate space. Works great when it's on the HUD. But when it's in 3d space, it still draws the lines on the HUD and does not draw them in the 3d rendered version of the VGUI screen. I've searched through the SDK source but so far haven't found any place where this is actually done in the game, so I don't know if it's even possible. I suppose what I need is the equivalent of vgui::surface() which gives me the drawing surface for the 3d rendered VGUI screen. Alternately, I wondered if I could draw the lines on an off-screen image buffer, then just put the image onto the VGUI panel once it's drawn. That or use the temporary entity line to draw 3d lines in front of my VGUI screen. The screen won't move at all (fixed orientation) so getting the transforms right won't be that big of a deal. Anyone have any clues or suggestions? _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

