Hey all,
I'm trying to create a custom render target texture of the same size
as the framebuffer and reference it from my shader. I've tried
everything I can think of to create the thing, from including
materials->CreateNamedRenderTargetTexture/Ex/Ex2(...) and calling
InitRenderTarget. Whatever I do, when the shader tries to bind the
texture I get a texture not found error message, and it just uses black.
The only thing I've been able to do so far that works is to create a
vmt using the "rendertarget" "1" compile flags, but this creates one
with of a static size and of a power of 2, which is really not what I
want at all. I would use GetFullFrameFrameBufferTexture(1), but it
returns an error texture.
I'd really appreciate any help you all could give me with this.
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders