@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
> >
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>
>
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