Ah okay, i see what you mean. you want to actually alter the z pos, sorry,
it was quite late when i replied, and clearly misread you. I'll get back to
you later unless someone else ends up replying first :)
-Tony

On Thu, Sep 4, 2008 at 11:32 AM, Steve Henderson <
[EMAIL PROTECTED]> wrote:

> 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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> >> please visit:
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> >>
> >>
> >
> >
> > --
> > -Tony
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
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>
>


-- 
-Tony
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