It's created in engine. I'm pretty sure that you can re-create it,
with the same name, and it'll still work.
Although when you resize it the monitors in levels will get all messed up.
garry
2008/3/11 <[EMAIL PROTECTED]>:
> This is a multi-part message in MIME format.
> --
> I have been trying to increase the size of the mirror window in the Rear
> view mirror tutorial, I think I need to change the
>
> resolution of the render target called by:
>
> ITexture *pRenderTarget = GetCameraTexture();
>
>
>
> Which calls
>
>
>
> static CTextureReference s_pCameraTexture;
> ITexture *GetCameraTexture( void )
> {
> if ( !s_pCameraTexture )
> {
> s_pCameraTexture.Init( materials->FindTexture( "_rt_Camera",
> TEXTURE_GROUP_RENDER_TARGET ) );
> //IMaterial::IsErrorMaterial();
> // Test texture resolution code
>
> int test1,test2,test3,test4;
> test1=s_pCameraTexture->GetMappingWidth() ;
> test2=s_pCameraTexture->GetMappingHeight();
> test3=s_pCameraTexture->GetActualWidth() ;
> test4=s_pCameraTexture->GetActualHeight();
>
> // Test texture resolution code
> Assert( !IsErrorTexture( s_pCameraTexture ) );
> AddReleaseFunc();
> }
>
> return s_pCameraTexture;
>
>
>
> When I look at GetCameraTexture in debug mode is calling the "_rt_Camera"
> texture but I cannot find it
>
> anywhere, is there some other way of generating a Render Target texture?
>
>
>
> Thanks
>
>
>
> Carl
>
>
>
>
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> 19:27
>
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