Yeah, we have to use separate render targets since we're using different post processing effects both on the normal buffer and the special entities :)
Good luck! > Thanks for the tip! It worked like a charm. I skipped the separate > render target bit and simply re-render the entities that I don't want to > have the post processing effect on after its done. Maybe that'll get me > into trouble later. But so far so good :-) > > /jarmo >> Yeah we have done the exact same thing. Create a separate render target, >> render certain entities just to that target, apply your post-processing >> shader selectively, and blend afterwards. >> >> -- maarten >> >> > > > _______________________________________________ > 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

