Thanks for some actual help...

Would this mean i'd have to edit the shader? Because shader tools are still 
broke and messing with the file you mention does nothing.

Thanks,
James.
----- Original Message ----- 
From: "Christopher Harris" <[email protected]>
To: "'Discussion of Half-Life Programming'" 
<[email protected]>
Sent: Tuesday, April 28, 2009 2:42 PM
Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can theybe 
removed?


> Ok here is where everyone goes... it took me all of 5 minutes to do 
> this...
>
> DoFlashlightShadow( blah blah blah ) in common_flashlight_fxc.h is called 
> in
> the shader file and it determines which method is used. Valve already 
> kindly
> left in a great number of methods to choose from. If you want no grain 
> then
> I believe doing a shadow function with DoShadow might work.
>
> Chris
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Olly
> Sent: Tuesday, April 28, 2009 4:45 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they be
> removed?
>
> You could at-least give people pointers to help him out. No-one asked you
> for the source-code.
>
> 2009/4/28 Cory de La Torre <[email protected]>
>
>> Minh's got it right ;D Like Garry had ever released how to parent the
>> projector, amirite.
>>
>> On Mon, Apr 27, 2009 at 8:10 PM, Stephen Micheals <
>> [email protected]> wrote:
>>
>> > Staying on topic a bit wasn't the grain in the shadows introduced by
>> > valve because of nvidia (forcing a cheaper version to be used) cards
>> > that could not handle the newer flashlight effect in EP2 without lag?
>> >
>> > On Mon, Apr 27, 2009 at 4:00 PM, James Keith <[email protected]>
>> wrote:
>> > > Once again, thanks for the totally-explaining-how-to-do-it post...
>> >
>> > _______________________________________________
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>> >
>> >
>>
>>
>> --
>> Gear Dev
>> _______________________________________________
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>>
>
>
> -- 
> Sent from Olly's SEGA Game Gear
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