Sorry, I meant in the ::GetRenderGroup

You wanna change it to RENDER_GROUP_TRANSLUCENT_ENTITY if it's gonna
return RENDER_GROUP_OPAQUE_ENTITY for the entity you want to not be
blurred.

That'll make it so it isn't drawn on the first 'opaque' entity pass..
so it won't be drawn on the buffer that's being blurred. It'll be
drawn on the translucent entity pass in the z order.

You're obviously gonna get a performance drop, but I'm assuming that
isn't as huge a concern as having your DoF looking like ass.

garry


On 6/28/07, Adam Donovan <[EMAIL PROTECTED]> wrote:
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[ Picked text/plain from multipart/alternative ]


ok so I tried quite a
few different render modes in hammer to get this to work, I also tried renderfx
settings ranging from 0 to 255 with each of the render modes.  The settings 
seemed to have no effect on my  func_brush with the refractive texture except
when render fx was 0 and then nothing of the refractive texture gets rendered.  
Im still getting that fuzzy outline around my
models that are in front of the texture..any ideas? Im also using HDR settings
in hammer and all the models I compiled myself but I cant see that that's the
problem.  I do notice however that the
weapons on the player character do not have the same problem..ie no fuzzyness
around the edges.



Thanks  again

Adam Donovan

http://www.adamdonovan.net/



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