The old version of News at Seven used procedural materials (512x512
IIRC) to play movies, and that seemed to run ok.  It was a small map
with not much going on, but it was also just running on my non-beefy
laptop, and I definitely did not know what I was doing.    Here's a
link to the Wiki with code we used for playing movies:
http://developer.valvesoftware.com/wiki/Avi_materials

Nate

On 16/11/2007, Christopher Harris <[EMAIL PROTECTED]> wrote:
> In my experience of trying a procedural material is it is slow unless you
> really know what you are doing. Trying to brute force change every pixel
> every call to the regenerator met with bad results unless the texture was
> 256x256 or smaller.
> ----- Original Message -----
> From: "Janek" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Friday, November 16, 2007 3:57 AM
> Subject: Re: [hlcoders] Dynamically creating material including text
>
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Thx Paul and Mike for your suggestions. I think I will try both of them.
> > Paul's solution seems easier as we can use standard vgui functions
> > (surface->Draw*) but I don't know if render target will be updated at the
> > correct framerate.
> > Mike's solution sounds more complex (I don't know which command I can use
> > to
> > select a font, a color and to draw text) but it is a real material.
> >
> > I'll work on that. Ty very much for your help mates.
> >
> > 2007/11/16, Paul Peloski <[EMAIL PROTECTED]>:
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Another, easier way is with a render target.
> >>
> >> Initializing:
> >>
> >> - Create a render target texture of the size you need (derive
> >> CBaseClientRenderTargets, you have to init a render target at the right
> >> time), call it something like _my_rt0
> >>
> >> Drawing:
> >>
> >> - Use SetRenderTargetAndViewPort to set the render target and view area
> >> - Clear the render target
> >> - Paint a vgui control or several vgui controls (call Paint/PaintTraverse
> >> or
> >> something manually) or, use surface->Draw*
> >> - The render target now contains whatever vgui painted, and you can
> >> reference it in a .vmt using $basetexture "_my_rt0".
> >>
> >> The way Mike suggested hasn't really worked for me, I had problems trying
> >> to
> >> get the procedural texture to work. This way is somewhat easier if you
> >> just
> >> want to draw text the way vgui does. If you need to upload text where you
> >> already have the raw image data then use the procedural texture. Likewise
> >> if
> >> you wanted to read image data from a video decoder or unsupported image
> >> format.
> >>
> >> Regards,
> >>
> >> Paul
> >>
> >> On Nov 15, 2007 1:19 PM, Janek <[EMAIL PROTECTED]> wrote:
> >>
> >> > --
> >> > [ 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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> >> > >
> >> > >
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> >> > >
> >> >
> >> >
> >> > --
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