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
>
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-- 
-Tony
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