Interesting - thanks Yahn, I'll check that out. A post in the VERC forums suggests maybe the DrawFilledRect primitive will work in 3d. Perhaps I can make a bargraph type display instead of a true line graph. I'm trying to do something like http://oregonstate.edu/~holtt/tamucc/real_06.jpg on an in-game screen placed on the (currently not animated) prop you see in http://oregonstate.edu/~holtt/tamucc/new_gurney_cart.jpg
Because the chart data is actually dynamic and not just an animated loop, it needs to be rendered out real-time. Quoting Yahn Bernier <[EMAIL PROTECTED]>: > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

