the last comment is because your not caching (or
making) the material at run time, your making it it in
the world.

Look up a cache function for materials in player.cpp
or such, and add you "_rt_testdude" to the list.

Adam


--- [EMAIL PROTECTED] wrote:

> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I'm creating my ITexture by:
>
> materials->BeginRenderTargetAllocation();
>
> m_RT = materials->CreateNamedRenderTargetTextureEx2(
> name, wide, high, RT_SIZE_DEFAULT,
> materials->GetBackBufferFormat(),
> MATERIAL_RT_DEPTH_SEPARATE );
>
> materials->EndRenderTargetAllocation();
>
>
>
> Directly below I create the IMaterial:
>
>
>
> m_kv = new KeyValues( "UnlitGeneric",
> "$basetexture", name );
>
> m_MT = materials->CreateMaterial( name, m_kv );
>
>
>
> Finally I render it in Paint():
>
>
>
> materials->DrawScreenSpaceRectangle( m_MT, x, y, w,
> h, 0, 0, texox-(w/2), texoy-(h/2), w, h );
>
>
>
> this is my rendering to target:
>
>
>
> ITexture* save = materials->GetRenderTarget();
>
>
> VPlane* frust = NULL;
>
>
> materials->SetRenderTarget(
> g_pRenderTargets[i]->m_RT );
>
> render->Push3DView(
> *g_pRenderTargets[i]->m_ViewSetup, 0, true,
> g_pRenderTargets[i]->m_RT, frust );
>
>
> DrawRenderablesInList( g_pRenderTargets[i]->m_list
> );
>
>
>
> render->PopView( frust );
>
> materials->SetRenderTarget(save);
>
>
>
> unfortunatelly the texture is black and I get a
> warning in console: "Binding uncached material
> "_rt_testdude", artificially incrementing refcount"
> any idea what am I doing wrong?
> --
>
>
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>


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


      
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