-- [ Picked text/plain from multipart/alternative ] If it were a rendertarget the movement through a poral would not be seamless. It seems more complex in my opinion.
On 7/30/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Im pretty sure there is a lot of extremely complex technology at hand > here. > Its not just rendertargets, they are seamlessly bending pixels to their > will. And Im pretty sure they arnt using much shader technology either. > > I really wish I knew how they did it, but I dont think we could do it > without engine control. > > On 7/30/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: > > > > And how do you know this? > > > > --- Aaron Schiff <[EMAIL PROTECTED]> wrote: > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Not at all...they're simply 2 materials with > > > rendertargets on the other > > > side... > > > > > > -- > > > ts2do > > > -- > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view > > > the list archives, please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > __________________________________________________ > > Do You Yahoo!? > > Tired of spam? Yahoo! Mail has the best spam protection around > > http://mail.yahoo.com > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > ~skidz > -- > > _______________________________________________ > 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

