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I think you're trying to draw an effect after the world (and not occluded by
the depth buffer), but before the other models (so as to be
occluded/overlapped by them.) You can achieve this with ignorez and
depth-sorting. Set ignorez 1 and then draw your effect before the other
models.

To get the sorting/culling right when ignoring the z-buffer, you need to
return reasonably a accurate GetRenderOrigin, GetRenderBounds and
GetRenderAngles. You also need to return true from IsTransparent, to get
sorted at all (opaque models write to the z-buffer instead of sorting)

But... it sounds like what you really want is a projected texture, so you
were on the right track with the ShadowMgr, check out
flashlighteffect.cppif you haven't already.

Regards,

Paul

On 8/7/07, Joel R. <[EMAIL PROTECTED]> wrote:
>
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> [ Picked text/plain from multipart/alternative ]
> How would I go about drawing a mesh or texture through the world but not
> through any models?
>
> What I'm doing is building a Mesh with MeshBuilder and using a texture
> with
> "$ignorez" "1", but that goes through everything.  I also noticed that it
> fluctuates
> showing through models and not showing through models.  I'm drawing these
> on
> the model's DrawModel function each one has a different mesh I build for
> different purposes.  It's basically for an RTS style mod that needs to
> show
> your selected units and buildings.
>
> It's a very weak tactic to display your selected units.. Anyone got ideas
> to
> have the display conform to the ground surface better?  I was thinking
> about
> using the
> ShadowMgr but I was only able to get it to show black blobs.  If not, an
> answer to my first question would be awesome, thanks!
> --
>
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