@Steve: I would not use the camera solution because it's doing the same thing (rendering to a texture and scaling it) but in an indirect and map dependent way.
@Jonas: I would not use the vgui text drawing functions because every font size/style combination you get a handle for caches a lot of bitmaps for the glyphs in the font from what I can tell. I would just render your HUD element (fonts and all) at a higher resolution than you need, to some texture, then render the texture on the HUD at whatever scaled size you want. It won't look perfect because of the anti-aliasing on the fonts, but it might look okay. Worth a shot. Paul On Sun, May 3, 2009 at 2:19 PM, Jonas 'Sortie' Termansen <hlcod...@maxsi.dk>wrote: > That's pretty hacky and expensive, avoid that solution. You should use text > drawing functions. Try changing the size of the font (and color?) very > fast, > then it will seem rather smooth. > > ----- Original Message ----- > From: "Steve Henderson" <steven.j.hender...@gmail.com> > To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com > > > Sent: Sunday, May 03, 2009 10:06 PM > Subject: Re: [hlcoders] Smoothly shrinking text on the HUD > > > > Another idea is to use a point camera and a monitor. I've used these > > before. Set up a studio room in your map and make a brush with the stuff > > you want to zoom. Then make a point camera that is set to capture this > > content. Then you need to make a vgui material that will be painted with > > what the point camera sees. This material would be part of your hud. > > Once > > you get the material showing the point camera, you can dolly the camera > in > > and out for your effect. > > > > There is a pretty good point camera tutorial on the wiki. > > I can send you the link later > > > > On May 3, 2009 3:52 PM, "Richard Slaughter" <slau...@vault13.co.uk> > wrote: > > > > Hi List, > > > > I'm looking to make a hud element where the text being displayed shrinks > > down in size smoothly over time. > > > > So far I've discovered that DrawSetTextScale only works for Bitmap > > fonts, which would be nice to avoid so that it will work with the > > existing ttf fonts that we're using. > > > > I'm assuming that changing the font won't yield a smooth enough result, > > as I'm aiming for a 'zooming out' type effect, so I was thinking that it > > would be easiest to draw the text on to a surface of some sort, then > > scale that down over time. > > > > Is it possible to do that with a procedural material, and if so can > > someone point me in the right direction as I can't see how to use any of > > the text drawing functions in that context. > > > > Any other ideas for where I should be looking? > > Thanks, > > > > Rich > > > > _______________________________________________ > > 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 > > > > > _______________________________________________ > 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