Looks like it's drawing on the opaque pass but isn't writing to the depth buffer.
Change the entity so it's in the transparent render group, should fix it right up. garry On Mon, Jul 28, 2008 at 10:55 AM, Haza <[EMAIL PROTECTED]> wrote: > We have a problem where a dynamic mesh is not being drawn the way we want it > to be drawn. > > You can see the problem in this image. > > http://img329.imageshack.us/img329/8563/texturetest0004xw3.jpg > > We use a scripting engine to draw this on the client side. > > The draw code goes something like this. > > function ent:Draw() > local m = Mesh("ring/redring") > m:Begin(Mesh.QUADS, 20) > > local white = Color(255,255,255,255) > > for count = 1,20 do > local v1 = vectorList[count].v1 > local v2 = vectorList[count].v2 > local v3 = vectorList[count].v3 > local v4 = vectorList[count].v4 > > local normal = TriNormal(v1,v2,v3) > > m:Color(white) > m:TexCoord(0, 1) > m:Normal(normal) > m:Position(v4) > m:Advance() > > m:Color(white) > m:TexCoord(1, 1) > m:Normal(normal) > m:Position(v3) > m:Advance() > > m:Color(white) > m:TexCoord(1, 0) > m:Normal(normal) > m:Position(v1) > m:Advance() > > m:Color(white) > m:TexCoord(0, 0) > m:Normal(normal) > m:Position(v2) > m:Advance() > end > m:End() > end > > > > This is what happens in C++ > // Class members > IMesh *m_pMesh; > CMatRenderContextPtr m_RenderContext; > CMeshBuilder m_MeshBuilder; > IMaterial *m_pMat; > > // m = Mesh("ring/redring") > m_RenderContext = materials->GetRenderContext(); > m_pMat = materials->FindMaterial(mat, TEXTURE_GROUP_CLIENT_EFFECTS ); > > // m:Begin(Mesh.QUADS, 20) > m_RenderContext->Bind(m_pMat, NULL); > m_pMesh = m_RenderContext->GetDynamicMesh( ); > m_MeshBuilder.Begin(m_pMesh,static_cast<MaterialPrimitiveType_t>(primativety > pe), numprimatives); > > // m:End() > m_MeshBuilder.End(false, true); > > // m:???(???) > Runs code from m_MeshBuilder; > > All this code is called from a C_BaseEntity on the client side. > > If you have any ideas on what is going wrong I will be very grateful. > > With Thanks, > Haza > > > _______________________________________________ > 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

