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 > >> > >> _______________________________________________ > >> 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 > > > > > > _______________________________________________ > 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

