Well Beam_t uses this implementation: const matrix3x4_t &Beam_t::RenderableToWorldTransform() { static matrix3x4_t mat; SetIdentityMatrix( mat ); PositionMatrix( GetRenderOrigin(), mat ); return mat; }
which should be identical to yours in the case of an identity orientation (GetRenderAngles()==vec3_angle) How is it broken? Are you saying it doesn't compile or that the behavior is incorrect? > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > ????? ???????? > Sent: Monday, August 07, 2006 7:49 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] CDefaultClientRenderable > > for make some beam based on CDefaultClientRenderable > > in old sdk i use > virtual const Vector& GetRenderOrigin( void ) { return > m_worldPosition; } virtual const QAngle& GetRenderAngles( > void ) { return m_targetRotation; } > > but now after sdk update > > new function added, and i must use it but i dunno how to and > it not work > > this func is > virtual const matrix3x4_t & RenderableToWorldTransform() > > so qtf ? > > i use that method > > // Setup our transform. > static matrix3x4_t mat; > AngleMatrix(GetRenderAngles(),GetRenderOrigin(),mat); > return mat; > > but it not work ? > > _______________________________________________ > 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