Thanks Garry!

I was about to run into this problem in Prime with one
of our guns - once i worked out how to add atchments
in the QC.

Adam

--- Garry Newman <[EMAIL PROTECTED]> wrote:

> I haven't used it myself but I think using
> ::ViewModelDrawn on your
> weapon is the proper way to do it.. but you'd have
> to render your
> sprites yourself as quads instead of using sprite
> entities..
>
>
>
//-----------------------------------------------------------------------------
> // Purpose: First-person function call after
> viewmodel has been drawn
>
//-----------------------------------------------------------------------------
> void CWeaponPhysCannon::ViewModelDrawn(
> C_BaseViewModel *pBaseViewModel )
> {
>       if ( IsActiveByLocalPlayer() &&
> !C_BasePlayer::ShouldDrawLocalPlayer() )
>       {
>               return;
>       }
>       // Render our effects
>       DrawEffects();
>
>       // Pass this back up
>       BaseClass::ViewModelDrawn( pBaseViewModel );
> }
>
>
> On 1/3/07, Minh < [EMAIL PROTECTED]> wrote:
> > Hi guys,
> >     I'm trying to render some sprites that are
> coming out of my view model's
> > ejection port. The only problem is, I can't seem
> to get the sprites to
> > render after the view model has been rendered.
> Currently, it looks like the
> > sprites are behind the view model instead of
> infront of it...
> > I tried changing the rendergroup of my entity to
> > RENDER_GROUP_VIEW_MODEL_OPAQUE. but that didn't
> seem to help..
> >
> > Anyone figure out how to render entities after the
> view model has been
> > drawn?
> >
> >
> > _______________________________________________
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> >
> >
>
> _______________________________________________
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>
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>
>


--------
Nigredo Studios http://www.nigredostudios.com

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