-- [ Picked text/plain from multipart/alternative ] Make a render target, push it and a viewport the size of the render target, then render your vgui panel and pop the render target. Then break the face of the watch into its own .vmt, and in that vmt for the watch use $basetexture "whateveryoucalledtherendertarget"
That way not only can you render whatever vgui controls and stuff you want, but you don't have to have the overlay that vgui_screen draws and you can use whatever shader and parameters you want (for a nice env_cubemap reflection over the screen) I've done this method before and it works great. Regards, Paul On Nov 28, 2007 4:38 PM, Mark Chandler <[EMAIL PROTECTED]> wrote: > Hi guys, > > Been messing around with vgui panels and im trying to get one to show on a > model (of a watch). Now I followed the tutorial at wavelength > (http://articles.thewavelength.net/675/) mind you it's a tad old and it > didn't compile. Going back over the code I saw you had to add a define for > it to include the code in (VGUI_CONTROL_PANELS) but it didn't like it for > the client (so I assumed the server creates a temp entity for it then > sends > all info to the player). Now this is done and its calling the panels think > function but there is no panel on the screen. > > I checked the mount points in model viewer and they are where they are > meant > to be and everything else looks correct. Any ideas on how to fix it? > > Think the code base is the advanced but im not to sure. > > > Mark [lodle] > > _______________________________________________ > 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

