DECLARE_HUDELEMENT_DEPTH instead of DECLARE_HUDELEMENT the normal macro sets a depth of 50, if you use the macro _DEPTH you can specify the depth you want as a parameter. -Tony
On Thu, Sep 4, 2008 at 12:53 AM, Steve Henderson < [EMAIL PROTECTED]> wrote: > Folks, > > I am trying to change the depth at which HUG elements VGUI gets > rendered...I am using the NVIDIA Stereo Driver (for 3D stereoscopic > rendering on a HeadPlay display used in an Augmented Reality > Application), which currently places the VGUI inside my display > convergence point which causes the VGUI elements (HUD) to appear in > the extremities of the user's left and right eye (while viewing in > stereo) > > I've tried using the NVIDIA RDW filters to automatically place the > VGUI at the convergence depth to no avail. So now I am looking for > ways I can force the VGUI to be rendered at the convergence point > (arm's length for my app) . Ideally this would involve changing some > rendering parameters in the Source SDK...however I haven't been able > to figure out if this is possible (or if the VGUI rendering is wrapped > by the engine). > > Possible work arounds would include using a bunch of vgui_screens (I > have some of these already) that I could slave to the player and > generate an alternate HUD that is rendered at the appropriate depth. > But this would involve considerable work. > > I am still using EP1 code. > > Thank you in advance, > > Steve H > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- -Tony _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

