-- [ Picked text/plain from multipart/alternative ] 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: > > -- > [ 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! > -- > > _______________________________________________ > 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

