Right. I'm still working on this beam weapon, and I've just decided that
my beam code isn't good enough. :P

Currently, I'm setting up a BeamInfo_t structure, and then displaying it
using  beams->CreateBeamEntPoint( beamInfo ), where "beams" is the
statically exposed IViewRenderBeams object.

This is fine, until you come to move; the end point of the beam stays
anchored to one point. It was late at night when I encountered this, so I
just hackhacked it to update the end point of the beam with a freshly
calculated vector based on the player's eye angles every frame.

My problem is that this is OK for beams that switch off quickly, but for
continuous-fire beams (a la Star Trek phaser), it lags. Badly.

Is there a beam creation function similar to CreateBeamEntPoint that would
take, for example, a start point, and a vector, and make the beam always
point in that direction, transparently? Or, have I got it all wrong, and
should I be using a CBeam?

:S


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