Thanks for the help Tony.

I tried what you suggested, but it only appears to handle the relative
depth order at which HUD elements are painted,
and not the _physical_ depth in the scene where they are painted.

For example, if I set DECLARE_HUDELEMENT_DEPTH( MyPanel, 1), then the panel
will appear over the top of others.  However,  the entire collection
of HUD elements
still remains at some arbitrary depth in the scene, and when it hits the NVIDIA
Stereo Driver, the HUD elements get rendered at the extreme periphery.
I need to figure out how to set the physical depth in the scene where all
the HUD elements are painted.  Perhaps I am messing something up.

Again, thank you.   DECLARE_HUDELEMENT_DEPTH is still a very useful
tip for controlling occlusion in the HUD.


On Thu, Sep 4, 2008 at 3:20 AM, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> 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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