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 ? > >> > > -- > >> > > > >> > > _______________________________________________ > >> > > 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 > >> > > > >> > > > >> > > >> > > >> > -- > >> > ------------------- > >> > [EMAIL PROTECTED] > >> > -- > >> > > >> > _______________________________________________ > >> > 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 > >> > >> > > > > > > -- > > ------------------- > > [EMAIL PROTECTED] > > -- > > > > _______________________________________________ > > 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

