-- [ Picked text/plain from multipart/alternative ] Inserting some Pre and Post functions in the view_scene.cpp before it draws the opaque entities seems to be the best and quickest. The ShadowMgr would require alot of hacks, and waste alot of resources trying to project to all the surfaces. This current method is sufficient thanks for the idea.
On 8/8/07, Paul Peloski <[EMAIL PROTECTED]> wrote: > > -- > [ 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 > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

