> Oky, so in this case one would need a seperate texture for
> each tread with a material proxy that references the entity
> it is bound to, to get the amount of offset to do.

Yes

> question would be... Lets say I have two tanks ont he screen.
> Does the each tank get it's own instance of the texture
> and/or material proxy? What I'm worried about here is one
> tank is moving while the other is stationary; but, since they
> share the same texture handle both treads appear to be moving.

You probably don't want to do it that way.  The OnBind() passes a
pointer to the client renderable.  You want to cast that over to your
tank's entity class and ask that instance for the scroll offsets for the
particular tank.

The only way to force different proxies is to use different materials.
It seems like it's simpler to just use the renderable as a key to get to
the data.

Jay

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