This allows you to set every pixel in your material at run-time so it
would work for rendering text on a material with a bit of effort.

Once you know what your text needs to be you could make a bitmap
containing your text rendered in whatever font and color you like and
plug in the values of that bitmap whenever
CProceduralRegenerator::RegenerateTextureBits() is called.

-Mike

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Janek
Sent: Thursday, November 15, 2007 10:20 AM
To: [email protected]
Subject: Re: [hlcoders] Dynamically creating material including text

--
[ Picked text/plain from multipart/alternative ]
Thx Mike. I'll read that again and again. At the moment I don't
understand
everything. I hope I can write text using this method but I'm not sure.

2007/11/15, Mike Durand <[EMAIL PROTECTED]>:
>
> Try this:
>
> http://developer.valvesoftware.com/wiki/Procedural_Materials
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Janek
> Sent: Thursday, November 15, 2007 7:45 AM
> To: [email protected]
> Subject: [hlcoders] Dynamically creating material including text
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hi all,
>
> I would like to know if it is possible to dynamically create a
> clean IMaterial (client side only) in which I write some texts which
can
> be
> an argument like "My text" or whatever.
> I know the materials->FindMaterial( name, group ) which is using an
> exisiting material. What I want is to create my own one dynamically
coz
> I
> don't know what text will be in this material.
>
> Any idea ?
> --
>
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